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Soveliss

14 Level (20900/165000 XP for level-up) Far Traveler Background Wood Elf Race / Species / Heritage Chaotic Good Alignment
Ranger
Level 11
Hit Dice: 11/11
1d10+1 Class 1
Fighter
Level 3
Hit Dice: 3/3
1d10+1 Class 2

STR
12
+1
DEX
16
+3
CON
12
+1
INT
12
+1
WIS
16
+3
CHA
11
+0
101
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+5
Prof. Bonus
35
Speed (walk/run/fly)
18
Passive Perception
_ / 1
Action Surge
_ / 2
Second Wind
_ / 2
Superiority Dice (d6)
_ / 1
Ethereal Step
_ / 3
Arcane Shot
Spellcasting ...
+8 Attack mod
WIS Ability
+3 Abi Mod
16 Save DC
+10 Expertise Bonus
+5 Proficiency Bonus
+6 Strength
+8 Dexterity
+1 Constitution
+1 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+3 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
+6 Athletics STR
+0 Deception CHA
+1 History INT
+8 Insight WIS
+0 Intimidation CHA
+6 Investigation INT
skills
+3 Medicine WIS
+6 Nature INT
+8 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+8 Stealth DEX
+8 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Emerald Dragon's Wrath Longbow (Wakened) +12 DEX 2d8+2+3 Piercing
  2d6 psychic damage, (range 150/600ft), nat20 5ft explosion of 5 psychic damage, (1/dawn) 30ft cone 8d6 psychic damage DC16 dex save
Sunblade +10 DEX 1d8+4+3 Slashing
 versatile ( 1d10+2+3 when 2-handing), radiant instead of slashing against undead & extra 1d8 damage, Finesse, 15ft bright light, 15ft dim light
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Druid cantrip
Druid cantrip

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Protection from Evil and Good 1 Action Touch Concentration, 10 minutes V,S,M
 Notes:Horizon Walker Spell
Cure Wounds +8 1 Action Touch Instantaneous 1d8+3 V,S
Goodberry 1 Action Touch Instantaneous 1 V,S,M
Reaction Self 1 Round 1d6 S
 Notes:when you take acid, cold, fire, lightning, or thunder damage

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +8 1 Action Touch Instantaneous 1d8+3 + V,S
Reaction Self 1 Round 1d6 + S
 Notes:when you take acid, cold, fire, lightning, or thunder damage
Misty Step 1 Bonus Action Self Instantaneous V
 Notes:Horizon Walker Spell
Cordon of Arrows 1 Action 5ft 8 Hours 4d6 V,S,M
 Notes:Upcasting adds 2 arrows/level
Spike Growth 1 Action 150ft Concentration, 10 minutes 2d4 V,S,M

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +8 1 Action Touch Instantaneous 1d8+3 + V,S
Reaction Self 1 Round 1d6 + S
 Notes:when you take acid, cold, fire, lightning, or thunder damage
Cordon of Arrows 1 Action 5ft 8 Hours 4d6 + V,S,M
 Notes:Upcasting adds 2 arrows/level
Haste 1 Action 30ft Concentration, 1 minute V,S,M
 Notes:Horizon Walker Spell
Flame Arrows 1 Action Touch Concentration, 1 hour 1d6 V,S
Conjure Barrage 1 Action Self (60ft) Instantaneous 3d8 V,S,M
Darkvision (60ft), Detect Portal (1 mile), Extra Attack,
Mask of the Wild - can attempt to hide when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Favored Enemy (Fiend) / Greater Favored Enemy (Fey) - +4 damage; advantage to tracking and information recall rolls; advantage on spell & ability saving throws from the greater
Natural Explorer (Forest, Mountain, Underdark) - advantage on initiative; ignore difficult terrain; (1st round) advantage against creatures that haven't acted yet
Fighting Styles (Archery/Dueling) - +2 to ranged weapon attack rolls / +2 damage with 1-handed melee weapon attacks
Primeval Awareness - can communicate simple ideas to a beast as an action, and can read its basic mood and intent
Land’s Stride - moving through nonmagical difficult terrain costs you no extra movement; pass through nonmagical plants without being slowed or taking damage; advantage on saving throws against plants that are magically created or manipulated.
Hide in Plain Sight - when hiding, if you avoid moving, creatures that attempt to detect you take a −10 penalty to their Perception checks until the start of your next turn. You lose this benefit if you move or fall prone. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected
Planar Warrior - B.Action choose a creature within 30ft, your next hit on that creature is all Force damage + 2d8 bonus damage
Ethereal Step - (1/rest) B.Action shift to the ethereal plane for 6 seconds: you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away. You can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.
Distant Strike - When you use the Attack action, you can teleport up to 10 ft before each attack to an unoccupied space you can see. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
Second Wind (2/rest) - B.Action heal 1d10 + fighter level
Action Surge (1/rest) - take an additional action, must be: Attack, Dash, Disengage, or Dodge.
Sharpshooter - no disadvantage on long range attacks; ranged attacks ignore 1/2 and 3/4 cover; optional -5 to hit for +10 damage.
Maneuvers: (1/ Attack, saving throw or check) (DC = 8 + proficiency bonus + strength or dexterity modifier)

  1. Goading Attack - hit with a attack, sxpend Superiority Die to goad target. Add the Superiority Die to the damage roll, and the target makes a Wis saving throw. On a failed save, they have disadvantage on all attack rolls against targets other than you until the end of your next turn.

  2. Parry - when damaged in melee, REACTION! reduce damage by Superiority Die + DEX mod.

  3. Precision Attack (Arcane Archer) - add a Superiority die to a Hit roll. Can be used after rolling but b4 success or fail is known.

  4. Quick Toss - bonus action throw a throwable weapon, add superiority die to damage.

  5. Scholarly Insight (Arcane Archer) - add a Superiority Die to an Arcana, Nature, or Religion check. Can be used after rolling but b4 success or fail is known.

  6. Trip Attack - hit with weapon: + Superiority Die to damage, < Huge Strength save or go prone.


Arcane Shots: (1/turn) (DC = 8 + proficiency bonus + wisdom modifier)

  1. Bursting Arrow - arrow explodes on impact. all creatures within 10ft of target take 2 superiority die force damage.

  2. Grasping Arrow - target takes 2 superiority die poison damage, loses 10ft of speed, & 2 superiority die slashing damage when it moves. Athletics check by creature or its ally to remove. lasts 1 minute.



Features & Traits
[Attuned] Emerald Dragon's Wrath Longbow (Wakened), Sun Blade, [Attuned] Necklace of Adaptation, Quiver of Ehlonna, Arrows (x50), Adamantine Arrows (x4), Arrow of Fey Slaying, Arrow of Fiend Slaying, Arrow of Undead Slaying, Arrow of Slaying [unidentified] (x3), Bag of Holding, Studded Leather Armor, Rope of Mending (50 feet), pitons (x10), waterskin, rations (x10), healer's kit (x10), Heward's Handy Spice Pouch, Shawm, backpack, hempen rope (50 feet), crowbar, hammer, torches (10), tinderbox, tent, iron pot, shovel, bucket, cook's utensils, Component Pouch, Displacer Beast hide (x1.5), Knarloc Teeth (x5), Knarloc Claws (x3), Adult Blue Dragon Scales (x40), thunderherder teeth (x39), thunderherder scales (3ftx4ft x2), Suzerain Challenge Invite,
Horizon Walker Badge (x2) (10min/rest)- B. Action: extra attack for 30 second. Ethereal Step as reaction and lasts 24 seconds.
Eyes of Night (x2) - once per dawn! with a bonus action roll a d6, create 50ft radius non-magical darkness. On a 1, the eye breaks.
Sigil of an Arcane Archer - +1 Int/Wis mod, extra Arcane Shots, more Arcane Shots per action

Equipment Copper: 95, Silver: 92, Electrum: 0, Gold: 898, Platinum: 0 Money
Languages:
* Common, Elvish, Sylvan, Gnomish, Abyssal
Proficiencies:
* Simple Weapons, Martial Weapons, Light Armor, Medium Armor, Shields, Shawm, Shortswords, Longswords, Shortbows, Longbows

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e SRD SRD

Studded Leather Armor

Light Armor Common

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Type AC STR Req. Stealth Dis. Properties
Light 12 + Dex Modifier

Cost: 45 gp Weight: 13 lb


 

Sun Blade

Weapon Finesse, Versatile Rare

This item appears to be a Longsword hilt. While grasping the hilt, you can use a Bonus Action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic Longsword has the Finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.

You gain a +2 bonus to Attack and Damage Rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an Undead with it, that target takes an extra 1d8 radiant damage.

The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

Type Damage Damage Range Properties
Martial Melee d8 / d10 Radiant Melee Finesse, Versatile

Weight: 3lb


 

Bag of Holding

Wondrous Item Uncommon

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Weight: 15lb


 

Xanathar's Guide to Everything

Rope of Mending

Wondrous Item Magical Common

You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.

Cost: 50 - 100gp


 

Piton

Adventuring Gear Common

When a wall doesn’t offer handholds and footholds, you can make your own. A piton is a steel spike with an eye through which you can loop a rope.

Cost: 5cp Weight: 1/4lb


 

DnD 5e SRD

Waterskin

Adventuring Gear Common

A waterskin can hold 4 pints of liquid.

Cost: 2sp Weight: 5lb


 

DnD 5e DMG

Healer's Kit

Adventuring Gear Common

This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use o f the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

Cost: 5gp Weight: 3lb


 

Dungeon Master´s Guide (SRD) D&D 5 › Magic Items

Quiver of Ehlonna

Wondrous Item Uncommon

Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.


 

DnD 5e DMG

Necklace of Adaptation

Wondrous Item

Uncommon Requires Attunement

While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).


Fizban's Treasury of Dragons

Dragon's Wrath Longbow

Weapon

Varies Requires Attunement Requires Attunement

Steeping Level Abilities
Slumbering Whenever you roll a 20 attack roll, each creature of your choice within 5ft of the target take 5 damage of the dragon's breath type.
Stirring Gain +1 to attack and damage rolls. Attacks deal an extra 1d6 damage of the dragon's breath weapon type.
Wakened Increase bonuses to +2 and 2d6 . (1/dawn) as an action, unleash a 30ft cone. Creatures in the area make a DC 16 Dex save, taking 8d6 dragon's breath weapon damage or half as much on a saved throw.
Ascendant Increase bonuses to +3 and 3d6 . The unleashed cone is now 60ft and deals 12d6 against a DC 18 save.

This bow is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties.

Type Damage Damage Range
Martial Ranged 1d8 Piercing 150ft/600ft


Homebrew

Horizon Walker Badge

Adventuring Gear

Rare

As long as another badge is not within 100ft, this item will give the holder a light burning sensation in the direction of the closest badge.   A character holding this item can spend a Bonus Action to activate or deactivate it. When the badge's been active for a total of 10 minutes, the magic ceases to function until you finish a long rest. An active badge grants the following effects:
  1. For the 1st 30 seconds, when the holder takes an Attack Action, they may make 1 additional attack with a held weapon.
  2. When the holder uses Ethereal Step, they can stay in the Ethereal Plane for an additional 18 seconds.
  3. The holder can activate their Ethereal Step as a reaction if they are in the effect area of an attack, spell, or effect or if targeted by an ability, spell, or attack.


Weight: 1/2 lb

DnD 5e DMG

Arrow of Slaying

Ammunition

Very Rare

An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.   Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.   Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.


Homebrew

Eye of Night

Tool

Uncommon

The holder of this magic eye can spend their bonus action to click in the pupil. When they do, the holder of the item rolls a d6 and a sphere of non-magical darkness springs forth in a 50ft radius from the item. This darkness lasts 30 seconds, before subsiding. If the holder rolled a 1, the eye breaks, never to be used again. If the holder rolled a 2+, the eye cannot be used in this way again until the next dawn.

Cost: 50 gp
Weight: 1/4 lb

Homebrew

Sigil of an Arcane Archer

Adventuring Gear

Rare

If an arcane shot not belonging to the holder of this sigil has been fired within 1000ft, this item will give the holder a light burning sensation in the direction of the shot's impact.   This item is activated when the holder makes an attack with a weapon and deactivated if an attack has not been made in the last 18 seconds. When the sigil's been active for a total of 10 minutes, the magic ceases to function until you finish a long rest. An active sigil grants the following effects:
  1. Increase the holder's ability score modifier for either their Intelligence or Wisdom by 1.
  2. Each ranged attack hit the holder makes with a longbow, shortbow, light crossbow, or heavy crossbow can have their Arcane Shot applied to it.
  3. The holder can use their Arcane Shot an additional number of times equal to their proficiency bonus.


Weight: 1/2 lb

DMG

Saddle of the Cavalier

Tack and Harness

Uncommon

While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.


Sentinel Shield

Armor Magical Uncommon

While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.

Type AC STR Req. Stealth Dis. Properties
Shield 2

Cost: 200 gp Weight: 7lb


 

The statblocks of your class features

Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits: Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.

Ranger

"In every culture, race, and government, there are select individuals chosen to be the Rangers, to hunt and to scavenge for the village."

 
The Ranger Spell Slots Per Level
level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1 +2 Favoured Enemy, Natural Explorer - - - - - -
2 +2 Fighting Style, Spellcastin 2 2 - - - -
3 +2 Primeval Awareness, Ranger Conclave 3 3 - - - -
4 +2 Ability Score Improvement 3 3 - - - -
5 +3 Conclave Feature 4 4 2 - - -
6 +3 Greater Favoured Enemy 4 4 2 - - -
7 +3 Conclave Feature 5 4 3 - - -
8 +3 Ability Score Improvement, Fleet of Foot 5 4 3 - - -
9 +4 - 6 4 3 2 - -
10 +4 Hide in Plain Sight 6 4 3 2 - -
11 +4 Conclave Feature 7 4 3 3 - -
12 +4 Ability Score Improvement 7 4 3 3 - -
13 +5 - 8 4 3 3 1 -
14 +5 Vanish 8 4 3 3 1 -
15 +5 Conclave Feature 9 4 3 3 2 -
16 +5 Ability Score Improvement 9 4 3 3 2 -
17 +6 - 10 4 3 3 3 1
18 +6 Feral Senses 10 4 3 3 3 1
19 +6 Ability Score Improvement 11 4 3 3 3 2
20 +6 Foe Slayer 11 4 3 3 3 2
hit dice: 1d10
hit points at 1st level: 10 + Constitution Modifier
hit points at higher levels: 1d10 (6) + Constitution Modifier
armor proficiencies: Lightarmor,medium armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Strength, Dexterity
skills: Choose three from the following: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor

  • (a) two shortswords or (b) two simple melee weapons

  • (a) a dungeoneer’s pack or (b) an explorer’s pack

  • A longbow and a quiver of 20 arrows


spellcasting:
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. Ranger Spell List  

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC= 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier= your proficiency bonus + your Wisdom modifier  

Spell Slots

The Ranger 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.
For example, if you know the 1st-level spell animal friendshipand have a 1st-level and a 2nd-level spell slot available, you can cast animal friendshipusing either slot.  

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots.
Additionally, when you gain a level in this class,you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
class features:

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.
Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type.
Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

Natural Explorer

Also at 1st level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark (Izuzar). This grants you the following benefits:
  • You ignore difficult Terrain
  • You have adavantage on initiative rolls
  • On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
  • Difficult terrain doesn’t slow your group’s travel
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger
  • If you are traveling alone, you can move stealthily at a normal pace
  • When you forage, you find twice as much food as you normally would
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
 

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
  • Archery:You gain a +2 bonus to attack rolls you make with ranged weapons
  • Defense:While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling:When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon
  • Two Weapon Fighting:When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
 

Primeval Awareness

Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit.Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not to attack
You cannot use this ability against a creature that you have attacked within the past 10 minutes.
Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you.
This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.If there are multiple groups of your favored enemies within range, you learn this information for each group.

Ranger Conclave

At 3rd level, you choose to emulate the ideals and training of a ranger conclave: the Beast Conclave, the Hunter Conclave, or the Stalker Conclave, all detailed at the end of the class description.Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Greater Favored Enemy

At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants.You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language.Your bonus to damage rolls against all your favored enemies increases to +4.
Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy

Fleet of Foot

Beginning at 8th level, you can use the Dash action as a bonus action on your turn.

Hide in Plain Sight

Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes.
When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect.You are still automatically detected if any effect or action causes you to no longer be hidden
If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected

Vanish

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by non magical means, unless you choose to leave a trail.

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your in ability to see it doesn’t impose disadvantage on your attack rolls against it
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

Foe Slayer

At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
subclass options:

Ranger Conclaves

Nightfell - Dreamstrider
In sleep, the spirit travels, migrating to the shores of clarity and mystery. Those who were born under the blessing of the stars become wandering souls, observing the world with their eyes closed, and wandering, in constant search of prey in the infinite darkness of the oneiric.   You are born a Dreamstrider, you cannot become one. These rangers hold great mediumistic and spiritual abilities, and develop a propensity for hunting witches and other supernatural creatures invisible to most mortals. Their most incredible power manifests itself in the form of vivid dreams, and when they close their eyes to sleep their spirits depart for a dreamlike hunt. They lead a solitary life, but there are some Dreamstrider circles that train new initiates and gather to hunt down witches.
Those who are aware of this dual nature, some who know it from birth and others who discover it later, accept and embrace their personal mission, for they know that their rare and powerful gifts derive from Sidìr. With or without training, these mysterious characters master the art of hunting instinctively and roam like predatory souls in the twilight age of mortals.  

Dreamstrider Magic

At 3rd level, you learn additional spells at the ranger levels indicated below. Those spells are not counted in the maximum number of spells known per level.
Ranger Level Dreamstrider Spells
3rd protection from good and evil
5th see invisibility
9th dispel magic
13th locate creature
17th hold monster
   

Troubleshooting Branch

At 3rd level, you learn the shillelagh cantrip and can use it on any object of plant origin (branches, lianas, or roots) at least 3 feet long, whether it is considered a weapon or not. You are Proficient in the use of these improvised weapons as long as they are under the effect of shillelagh.  

Silver Spoon

At 3rd level, you benefit from unexpected strokes of luck just when things seem to be at their worst .
When performing an Ability Check, Attack Roll, or Saving Throw with Disadvantage, you can use your Reaction to turn a single source of Disadvantage into Advantage on that specific roll (additional sources of Disadvantage may nullify the Advantage gained from this feature, as usual). This feature can be used as many times as the ranger's Wisdom modifier, and you regain each use spent after you complete a long rest.  

Night Travel

At 7th level, you can separate, during sleep (not necessarily a long rest) your consciousness from your physical body, falling unconscious for the duration of the separation. Your consciousness will appear in the material world as a spirit shaped like a small animal of choice among those granted by the spell find familiar. This spirit will be able to explore the surrounding world, without limits of distance (must remain on the same plane of existence).
You can stay in the form of a spirit for 8 hours, or until you spend an action to end this feature. If you put an early end to the body-spirit separation you can decide whether to return consciousness to the body, and wake up, or choose to magically teleport your body to your spirit . In the latter case, the ranger must make a successful Constitution Saving Throw (DC 15) or suffer a level of Exhaustion.  

Witch Hunter

At 11th level, you become a living anathema to witches and spellcasters. When a creature casts a spell near you, you can mark it as the Enchanted Enemy. Melee attacks against the Enchanted Enemy have a damage bonus equal to your Wisdom modifier when you attack it with weapons. In addition, you have Advantage on Saving Throws against spells cast by the Enchanted Enemy, Enchanted Enemy spells that involve an Attack Roll against you have Disadvantage, and you gain Resistance to any damage inflicted by the Enchanted Enemy. The creature remains branded until it or you are rendered unconscious.
This feature can be used once, then you regain its use after you complete a long rest.  

Perception of the Dead

At 15th level, you are immediately aware of the presence of Undead within 200 feet, being able to determine their general direction in a 90° arc.
In addition, you cannot be surprised by Undead and get a bonus of +2 to Initiative checks in the fights against them.
 
  Beastmaster

Beastmaster

Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.  

Animal Companion

At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.
With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select your companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.
At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time.
If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.
If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.  

Companion's Bond

Your animal companion gains a variety of benefits while it is linked to you. The animal companion loses its Multiattack action, if it has one.
The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.
When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.
Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.
Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.
For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.
Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.”
Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.
 

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Beast's Defense

At 7th level, while your companion can see you, it has advantage on all saving throws.  

Storm of Claws and Fangs

At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.  

Superior Beast

At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.
 
  Fey Wanderer

Fey Wanderer

As a Fey Wanderer, you strive to reignite the broken connection between the Feywild and the Material Plane. For centuries, the mysterious link that let animals and fey roam free between each domain has been severed, unbeknownst as to why. Your experience with the Material as well as your research or knowledge of the Feywild makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.  

Feywild's Gift

Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing yourself (along with the DM's approval), from the Feywild Gifts table, or determine it randomly.
 

Companion's Bond

You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
 

Cunning Will

At 3rd level, your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened.
In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.  

Dreadful Strikes

At 3rd level, you augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you’re currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn.
When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Blessings of the Court

At 7th level, you have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.
In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier.  

Beguiling Twist

At 11th level, you learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects:
  • The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
  • The creature takes 3d10 psychic damage.
 

Misty Presence

At 15th level, you can magically remove yourself from one creature’s perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can’t see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.
Once you’ve used this bonus action, you can’t use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again.
 
  Gloom Stalker

Gloom Stalker

Gloom stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.  

Gloom Stalker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
 

Dread Ambusher

At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.  

Umbral Sight

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.  

Iron Mind

By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).  

Stalker's Fury

At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.  

Shadowy Dodge

Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
 
  Horizon Walker

Horizon Walker

Horizon walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse – especially benevolent dragons, fey, and elementals – that work to preserve life and the order of the planes.  

Horizon Walker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
 

Detect Portal

At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.
Once you use this feature, you can't use it again until you finish a short or long rest.
See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.  

Planar Warrior

At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.
As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.  

Ethereal Step

At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.  

Distant Strike

At 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.  

Spectral Defense

At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.
 
  Monster Slayer

Monster Slayer

You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A monster slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.  

Monster Slayer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
 

Hunter's Sense

At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.  

Slayer's Prey

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.  

Supernatural Defense

At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.  

Magic User's Nemesis

At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
Once you use this feature, you can't use it again until you finish a short or long rest.  

Slayer's Counter

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.
 
  Swarmkeeper

Swarmkeeper

Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits trapped in the Beastlands, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.  

Swarmkeeper's Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Swarmkeeper Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
In addition, you learn the mage hand cantrip if you don’t already know it.
 

Gathered Swarm

At 3rd level, you magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.
As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.  

Slayer's Prey

At 7th level, you can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:
  • Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.
  • You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.
  • You gain a flying speed of 10 feet and can hover.
 

Supernatural Defense

At 11th level, as an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears. Once you use this feature, you can't use it again until you finish a short or long rest.
As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared. Once you use this feature, you can’t do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.  

Storm of Minions

At 15th level, your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere’s area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn’t blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet.
When you activate this feature, you can choose any number of creatures you can see to be unaffected by it. Once you use this feature, you can’t do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher.
 
  Primeval Guardian

Primeval Guardian

Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes.
These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.
 

Guardian Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know.
 

Guardian Soul

Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated.
You undergo the following changes while in your guardian form:
  • Your size becomes Large, unless you were larger.
  • Any speed you have becomes 5 feet, unless the speed was lower.
  • Your reach increases by 5 feet.
  • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.
 

Piercing Thorns

At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.  

Ancient Fortitude

At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum  

Rooted Defense

At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.  

Guardian Aura

Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.
 

Fighter

You must have a Dexterity or Strength score of 13 or higher in order to multiclass in or out of this class.
hit dice: 1d10 per fighter level
hit points at 1st level: 10 + Constitution Modifier
hit points at higher levels: 1d10 (or 6) +your Constitution modifier per fighter level after 1st
armor proficiencies: Light, medium, and heavy armor, shields
weapon proficiencies: simple weapons, martial weapons
tools: None
saving throws: Strength, Constituiton
skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.
starting equipment:
(a) chain mail or (b) leather, longbow, and 20 arrows
(a) a martial weapon and a shield or (b) two martial weapons
(a) a light crossbow and 20 bolts or (b) two handaxes
(a) a dungeoneer's pack or (b) an explorer's pack
spellcasting:
class features:

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the fighting style options

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.   Blind Fighting. 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.   Classical Swordplay. While wielding a finesse weapon and no other weapons, you gain a +1 bonus to your attack rolls and a +1 to your Armor Class so long as you are not using heavy armor or a shield.   Defense. While you are wearing armor or wielding a shield, you gain a +1 bonus to AC.   Dual Wielding. When you take the Attack action while two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action, adding your ability modifier to the damage of this attack.   Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.   Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.   Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.   Melee Marksman. Having a hostile creature within 5 feet of you does not impose disadvantage on your ranged weapon attacks, so long as you are attacking a creature within 5 feet.   When you make a ranged weapon attack against a creature within 5 feet, you can use your bonus action to make a melee attack against it with your ranged weapon. On hit, you deal bludgeoning damage equal to 1d4 + your Strength modifier.   Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.   Shield Warrior. You gain proficiency with shields as a martial melee weapon, and on hit, your shield deals 2d4 bludgeoning damage. If you are wielding a shield and nothing else, you gain a +1 bonus to your shield attack damage rolls and to your Armor Class.   Thrown Weapon Fighting. 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.   Unarmed Fighting. Your unarmed strikes can 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 becomes a d8.   At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.   Versatile Fighting. While wielding a single versatile weapon and no shield, you can choose to wield your weapon one or two-handed until the start of your next turn. When wielding it one-handed you gain a +1 bonus to attack rolls and to your Armor Class. Wielding it two-handed you gain a +2 bonus to your damage rolls.   Wrestler. When you hit a creature with a melee attack, you can attempt to grapple that creature as a bonus action on that turn, so long as you have a free hand to do so. Also, you can drag grappled creatures up to your full speed.
. You can't take a Fighting Style option more than once, even if you later get to choose again.  

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. As a bonus action, you can regain hit points equal to 1d10 + your fighter level.   You can use this feature twice, and you regain all expended uses when you finish a long rest.   When you reach certain levels in this class, you gain more uses of this feature, as shown in the Second Wind column of the Fighter table below.  

Weapon Mastery

Your training with weapons allows you to use the Mastery property of three kinds of Simple or Martial weapons of your choice, such as longswords and daggers. Whenever you finish a long rest, you can practice weapon drills and change the kinds of weapons you chose.   When you reach certain levels in this class, you gain the ability to use the Mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter table below.  

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, chosen from the following options: Attack, Dash, Disengage, or Dodge.   Once you use this feature, you must finish a short or long rest before you can use it again.  

Combat Superiority

Beginning at 2nd level, you learn maneuvers that are fueled by special dice called superiority dice. These maneuvers are minor techniques slightly more complicated than swinging a weapon. They can be learned by warriors with modest training.   Maneuvers. You learn three maneuvers

The following maneuvers are arranged alphabetically.   Arresting Strike. When you hit a creature with a weapon attack, you can expend a Superiority Die and force it to make a Dexterity saving throw. On a failure, it takes additional damage equal to your Superiority Die and its speed is 0 until the start of your next turn.   Attack Order. When you take the Attack action, you can issue this Order in place of an attack, targeting another creature that can see or hear you within 30 feet. The next time that creature takes the Attack action before the start of your next turn, it can make one additional weapon attack as part of its Attack action.   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.   Cleaving Sweep. 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. The damage is of the same type dealt by the original attack.   Commanding Presence. When you make a Charisma (Intimidation), a Charisma (Persuasion) check, or an Intelligence (History) check, you can expend one Superiority Die and add the Superiority Die to the ability check. You can use this maneuver after you roll, but before you know if you succeed or fail. Also, whenever you would make a Charisma (Intimidation) check, you can make a Strength (Intimidation) check instead.   Counter Strike. 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.   Disarm. 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.   Evasive Footwork. When you move, you can expend one Superiority Die, rolling the die and adding the number rolled to your AC until you stop moving.   Feat of Strength. Whenever you make a Strength or Constitution-based ability check or saving throw, you can expend a Superiority Die (up to your proficiency bonus), roll those dice, and add the total to the result of your ability check. You can use this maneuver after you roll, but before you know whether you succeed or fail.   Feint. 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 this turn against that creature. If that attack hits, add the Superiority Die to the attack's damage roll.
The advantage is lost if not used on the turn you gain it.   First Aid. As an action, you can touch a a creature that has at least 1 hit point and expend a Superiority Die to heal them. That creature regains a number of hit points equal to your Superiority Die + its Constitution modifier.   Fortify. You steel yourself for combat, preparing yourself to take a hit. As a bonus action, you can expend one Superiority Die and gain temporary hit points equal to 1 + your Constitution modifier.   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.   Heroic Fortitude. Whenever you are forced to make a Strength, Dexterity, or Constitution saving throw, you can expend an Superiority Die and add it to the result of your roll. You can use this maneuver after you roll, but before you know whether you succeed or fail.   Heroic Will. Whenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you can expend a Superiority Die and add it to the result of your roll. You can use this maneuver after you roll, but before you know if you succeed or fail.   Hurl. In place of an attack, you can expend a Superiority Die to throw an object you are holding at a target you can see within 60 feet, forcing it to make a Dexterity saving throw. On a failed save, both the object and target take bludgeoning damage equal to your Superiority Die + your Strength modifier.   Inquisitive Eye. Whenever you make an Intelligence (Investigation), or Wisdom (Insight) check you can expend a Superiority Die and add it to your roll. You can use this maneuver after you roll, but before you know if you succeed or fail.   Intimidating Command. (Prerequisite: Charisma of 13) As a bonus action, you can expend a Superiority Die and shout a one-word command at a creature that can hear you within 30 feet, and force it to make a Wisdom saving throw. On a failure, it obeys your command on its next turn, unless the command is directly harmful to itself or impossible to follow.   Lightstep. Whenever you make a Dexterity (Acrobatics) or Dexterity (Stealth) check, or roll initiative, you can expend a Superiority Die and add it to your roll. You can use this maneuver after you roll, but before you know whether you succeed or fail.   Lunge. When you make a melee weapon attack on your turn, you can expend one Superiority Die to increase your reach for that attack by 5 feet. 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 Shout. As a bonus action, you can expend a Superiority Die and force a creature within 30 feet that can see or hear you to make a Wisdom saving throw. On a failed save, it is frightened of you for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
The fear effect ends early for the target if the frightened creature sees you take damage of any kind.   Mighty Leap. When you make a running or standing jump, you can expend a Superiority Die to increase your jump distance by a number of feet equal to 5 times the Superiority Die roll (minimum of 5 feet), even if this distance would exceed your remaining speed.   Mighty Thrust. In place of an attack, you can expend a Superiority Die to force a creature within reach to make a Strength saving throw. On a failure, it is pushed away from you a number of feet equal to 5 times your Strength modifier. Creatures more than one size larger than you have advantage on the saving throw.   Parry and Riposte. While you are wielding a finesse or versatile weapon, and a creature you can see hits you with a melee attack, you can use your reaction to expend one Superiority Die, roll it, and add it to your Armor Class against that attack. Should this cause the attack to miss, you can make one melee weapon attack against your attacker as part of the same reaction.   Precision Attack. 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.   Pre-emptive Strike. 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.   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.   Ruthless Strike. When you hit a creature with a melee weapon attack, you can expend a Superiority Die and add it to the damage of the attack.   Scholarly Recall. Whenever you make an Intelligence (Arcana), Intelligence (Nature), or Intelligence (Religion) check, you can expend a Superiority Die and add it to your roll. You can use this maneuver after you roll, but before you know if you succeed or fail.   Shield Impact. As a reaction when a creature you can see hits you with an attack, you can expend a Superiority Die to reduce the damage by an amount equal to your Superiority Die + your Constitution modifier. You must be wielding a shield to use this maneuver.   Skilled Rider. When you are riding a trained mount and the mount makes an ability check, attack roll, or saving throw, or you make a Wisdom (Animal Handling) check to control it, you can expend an Superiority Die and add it to the roll. You can use this maneuver after roll, but before you know if it succeed or failed.   Rustic Intuition. Whenever you make an Intelligence (Nature), Wisdom (Animal Handling), or Wisdom (Medicine) check, you can expend a Superiority Die and add it to your roll. You can use this maneuver after you roll, but before you know if you succeed or fail.   Subtle Con. Whenever you make a Dexterity (Sleight of Hand), Charisma (Deception), or a Charisma (Performance) check, you can expend a Superiority Die and add it to the result of your roll. You can use this maneuver after you roll, but before you know if you succeed or fail.   Take Cover. As a reaction when a creature you can see targets you with a ranged attack or forces you to make a Dexterity saving throw, you can expend an Superiority Die to immediately fall prone and gain temporary hit points equal to your Superiority Die.   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.   Warding Strike. When a creature moves into the reach of a melee weapon you are wielding, you can use your reaction to expend a Superiority Die and make a melee weapon attack against that creature. On hit, you add your Superiority Die to the damage of the attack.  
of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, ability check, or saving throw. You learn an additional maneuver of your choice at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th level.   Whenever you gain a fighter level, you can replace one maneuver you know with another maneuver of your choice.   If a maneuver has a prerequisite, like a minimum Ability Score, you can learn it at the same time you meet the prerequisites.   Superiority Dice. You have two superiority dice. 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 an additional Superiority Die at 4th, 8th, 12th, and 16th level   Your superiority dice are d6s, which increase in size at 5th level (d8), 11th level (d10), and 17th level (d12).   Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:   Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)  

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.  

Feat

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can choose the Ability Score Improvement feat or another feat of your choice.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Additionally, you gain access to the following maneuvers

The following maneuvers are arranged by alphabetical order.   Aggressive Sprint. As a bonus action, you can expend one Superiority Die to move up to your walking speed toward a hostile creature that you can see and make a single melee weapon attack against it.   Blinding Debris. As a bonus action, you can expend a Superiority Die and force a creature within 10 feet to make a Constitution saving throw. On a failure, it takes piercing damage equal to your Superiority Die and is blinded until the start of your next turn.   Concussive Blow. (Prerequisite: Strength of 13) When you hit a creature with a melee attack, you can expend a Superiority Die to empower your attack, and force it to make a Constitution saving throw. On a failed save, the target suffers the following effects until the beginning of your next turn:
  • Its speed is reduced to 0.
  • It can speak only falteringly.
  • It cannot take actions, bonus actions, or reactions.
  • It has disadvantage on Dexterity saving throws.
  Coordinated Assault. When a creature within reach is hit by an allied creature with a melee attack, you can expend a Superiority Die to make a melee weapon attack as a reaction. You have advantage on the attack and you add your Superiority Die to the damage roll on a hit.   Crippling Strike. When you hit a target with a weapon attack, you can expend a Superiority Die to cripple one of its senses. It must succeed on a Constitution saving throw or it takes additional damage equal to one roll of your Superiority Die and is blinded, deafened, or cannot speak (your choice) until the start of your next turn.   Defensive Stance. As a bonus action, you can expend a Superiority Die to enter a defensive stance which lasts until the start of your next turn. Each time a creature that you can see hits you with an attack while you are in your defensive stance, you roll your Superiority Die and add it to your Armor Class against the attack.   Dirty Hit. (Prerequisite: Dexterity of 13) When you hit a creature with a weapon attack, you can expend a Superiority Die and force it to make a Constitution saving throw. On a failed save, it takes additional damage equal to your Superiority Die, and until the start of your next turn it cannot take reactions and its speed is halved.   Execute. (Prerequisite: Strength of 13) In place of an attack, you can expend a Superiority Die to try to execute an incapacitated or prone creature within 5 feet of you. Make an attack roll with a melee weapon and add your Superiority die to the attack roll. If your attack roll exceeds the target's remaining hit points, its hit points are reduced to 0.   Exposing 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.   Flaming Shot. (Prerequisite: Dexterity of 13) When you make a ranged weapon attack, you can expend a Superiority Die to light the ammunition aflame. On hit, the target takes additional fire damage equal to your Superiority Die.
If your target is a flammable object that is not being worn or carried, you can ignite it in place of dealing damage.   Glancing Blow. When you make a melee weapon attack and miss, you can expend an Superiority Die to immediately repeat your attack against another target within the reach of your weapon.   Honor Duel. (Prerequisite: Charisma of 13) As a bonus action, you can expend a Superiority Die and shout a challenge at a foe. One creature of your choice within 30 feet that can see or hear you must make a Wisdom saving throw. On a failed save, the creature has disadvantage on all attack rolls it makes against targets other than you for 1 minute.   The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. This effect ends early if you attack a creature other than the target.   Immovable Stance. (Prerequisite: Strength or Constitutionof 13) As a bonus action, you can expend an Exploit Die to enter an immovable stance that lasts until you move from the space. Each time a creature attempts to grapple, move you against your will, or move through your space while you are in this stance it must first succeed on a Strength saving throw. On a failed save, you can instantly grapple it or knock it prone.   Rending Strike. (Prerequisite: Strength of 13) When you hit a creature with a melee weapon attack, you can expend a Superiority Die and force it to make a Constitution saving throw. On a failed save, it takes extra damage equal to your Superiority Die, and its Armor Class is reduced by 1 until its defenses are repaired, or it finishes a short or long rest.   Ringing Strike. (Prerequisite: Strength of 13) When you hit a creature with a melee weapon attack, you can expend a Superiority Die to send it reeling. It must succeed on a Wisdom saving throw or it must subtract 1d4 from all ability checks, attack rolls, and saving throws it makes for 1 minute.   A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.   Shattering Slam. (Prerequisite: Strength of 13) In place of an attack, you can expend a Superiority Die to strike the ground at your feet, forcing creatures within 5 feet of you to make a Dexterity saving throw. On a failed save, creatures take bludgeoning damage equal to your Superiority Die + your Strength modifier and are knocked prone. On a successful save, creatures take half damage and do not fall prone.   If the area you strike is loose earth or stone, it becomes difficult terrain until a creature uses its action to clear it.   Thunderous Blow. (Prerequisite: Strength of 13) When you hit a creature with a melee weapon attack, you can expend a Superiority Die and force it to make a Strength saving throw. On a failure, it takes additional bludgeoning damage equal to your Superiority Die and is pushed away from you a number of feet equal to 5 times your Strength modifier. A creature larger than you has advantage on its saving throw.   Trick Shot. (Prerequisite: Dexterity or Intelligence of 13) As a bonus action, you can expend a Superiority Die to make a special ranged weapon attack with a weapon that has both the finesse and thrown properties.   This attack ignores the benefits of cover, so long as it can ricochet off one surface and hit a target in range. If this attack would normally have disadvantage, it does not, and on hit, it deals additional damage equal to one roll of your Superiority Die.   Whirlwind Slash. (Prerequisite: Strength or Dexterity of 13) In place of an attack, you can expend a Superiority Die and force each creature within range of melee weapon you are wielding to make a Dexterity saving throw. They take damage equal to your Superiority Die + either your Strength or Dexterity modifier (your choice) on a failure, and half as much on a successful save.   Violent Crescendo. When another creature that can see or hear you within 30 feet scores a critical hit, you can use your reaction to expend Superiority Dice (up to your proficiency bonus). Roll those dice and grant that creature a number of temporary hit points equal to the total you rolled + your proficiency bonus.   Temporary hit points from this maneuver last for 1 minute and are instantly dispelled if the creature is incapacitated.   Volley. (Prerequisite: Dexterity of 13) As an action, you can expend an Superiority Die to fire a volley of ammunition at a point you can see within the normal range of your weapon. Creatures of your choice within 5 feet of that point must make a Dexterity Saving throw. On a failed save, they take piercing damage equal to your Superiority Die + your Dexterity modifier, and half as much damage on a success.
You must have enough ammunition to hit each target.

 
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Weapon Expert

Also at 5th level, you have honed your use of weapons to an art. Whenever you finish a long rest, you can choose one of the kinds of Mastery weapons you're using and replace its Mastery property with another Mastery property. The chosen kind of weapon must qualify for the new property. For example, you can replace the Longsword's Flex property with the Push property.   This property change applies only for you, not for others, and the change ends for you when you finish your next long rest.  

Know Your Enemy

Beginning at 6th level, you can measure the skills of others in comparison to your own. As an action, choose a creature you can see within 60 feet. You learn if it is your equal, superior, or inferior in regards to one of the following attributes:
Armor ClassStrength Score
Current or Total Hit Points Dexterity Score
Proficiency Bonus Constitution Score
Total Class Levels Maneuvers Known
Once you learn something about a creature, you can't use this feature on that creature again until you finish a long rest.   When you reach 14th level in this class, you can use this feature as either an action or bonus action on your turn.  

Advanced Maneuvers

Starting at 9th level, you are considered a master at unique techniques that further enhance your martial skill, in and out of the battlefield. You learn an Advanced Maneuver

Daring Rescue
As a reaction when a creature within 30 feet is reduced to 0 hit points, you can expend a Superiority Die and attempt to save it. You can immediately move up to twice your speed, so long as you end your movement within 5 feet of the downed ally.   Your ally can then expend one of its Hit Dice to instantly regain hit points equal to its Hit Die roll + its Constitution modifier. They also gain temporary hit points equal to one roll of your Superiority Die for each opportunity attack you provoked.  
Disorienting Blow
Prerequisite: Strength of 15
When you hit with a melee weapon attack, you can expend a Superiority Die to strike with overwhelming force. The creature takes additional damage equal to twice your Superiority Die and it suffers the following effects for 1 minute:
  • Its speed is halved.
  • It cannot take reactions.
  • Its Armor Class is reduced by 2.
  • Its Dexterity saving throw bonus is reduced by 2.
  • On its turn it can only take an action or a bonus action.
  • It cannot make more than one attack during its turn.
The creature can make a Wisdom saving throw at the end of each of its turns, ending the effects of this maneuver on a successful save. This maneuver's effects do not stack with Slow.  
Destructive Slam
Prerequisite: Strength of 15
In place of an attack, you can expend a Superiority Die to strike the ground at your feet, forcing creatures in an adjacent 20-foot cube to make a Dexterity saving throw. On a failed save, creatures take bludgeoning damage equal to two rolls of your Superiority Die + your Strength modifier and fall prone. On a success, they take half damage and don't fall prone. Objects within this area take the maximum amount of damage.   The area of the 20-foot cube becomes difficult terrain until a creature takes 1 minute to clear it.  
Flanking Assault
Prerequisite: Strength or Dexterity of 15
When you hit with a melee weapon attack, you can expend a Superiority Die to strike an overwhelmed opponent. You add your superiority die to the damage roll, and add an additional one for each ally within 5 feet of the target.  
Frenzying Taunt
As a bonus action, you can expend one Superiority Die to force a creature within 30 feet to make a Wisdom saving throw. On a failed save, it suffers the following effects for the next minute:
  • It has advantage on any attack roll it makes against you, but it has disadvantage on all other attack rolls.
  • If it moves, it must end its movement closer to you.
  • Any creature you target with a maneuver has advantage on attack rolls against this creature until the beginning of your next turn.
  The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. This effect instantly ends if the creature cannot see or hear you.  
Gale Force Slash
Prerequisite: Strength or Dexterity of 15
In place of an attack, you can expend a Superiority Die to rend the air in front of you with a melee weapon. Creatures in an adjacent 20-foot cone to must make a Constitution saving throw. Targets take slashing damage equal to twice your Superiority Die + either your Strength or your Dexterity modifier (your choice), on a failure, and half as much on a success.  
Harrier's Ploy
When you hit a creature with a weapon attack, you can expend one Superiority Die to mark them. For 1 minute, whenever the marked creature moves you can use your reaction to immediately move up to your speed towards the creature. This movement does not provoke opportunity attacks and you must end this movement closer to the marked creature.  
Heroic Focus
As a bonus action, you can expend a Superiority Die to enter a heightened state of combat focus which you must concentrate on as if you were concentrating on a spell. For the next minute, or until you lose your concentration, you gain the following benefits:
  • Your speed is doubled.
  • You gain a +2 bonus to your Armor Class.
  • You gain an additional action on each of your turns. It can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Search, or Use an Object action.
When the effect ends, you cannot move or take actions until after your next turn, as a wave of lethargy sweeps over you. This maneuver's effects do not stack with Haste.  
Inspirational Speech
Prerequisite: Charisma of 15
You can expend a Superiority Die and spend 1 minute giving an inspirational speech to a number of creatures that can hear you equal to 1 + your Charisma modifier. At the end of this speech, targets gain temporary hit points equal to your fighter level.   While the temporary hit points from this maneuver last, the creatures have advantage on Wisdom saving throws.  
Mythic Athleticism
Prerequisite: Strength or Constitution of 15
As a bonus action, you can expend an Superiority Die to enter a heightened state of physical performance which you must concentrate on as if you were concentrating on a spell. For the next 10 minutes, you gain the benefits listed below:
  • Whenever you make a Strength or Constitution check, you can treat a roll of 9 or lower on a d20 as a 10.
  • Your speed increases by a number of feet equal to 5 times your Strength modifier (minimum of 5 feet).
  • You count as one size larger for the purposes of carrying capacity and the size of creatures that you can grapple.
  • Both your long and high jump distances double, even if that distance would exceed your remaining movement.
  When the effects of this maneuver would end you can expend one of your Hit Dice to increase the duration by 10 minutes.  
Mythic Resilience
Prerequisite: Constitution of 15
When you take damage from a source you can see, you can expend Superiority Die (up to your proficiency bonus) to reduce the incoming damage. For each Superiority Die you expend, you roll three Superioriry Die, adding your Constitution modifier to the total of all the dice. You reduce the damage by the total. If the total rolled exceeds the amount of damage received, you gain temporary hit points equal to the difference.  
Recruit Mercenary
Prerequisite: Intelligence or Charisma of 15
You can expend a Superiority Die and spend 1 hour to recruit a humanoid Mercenary from a settlement you currently occupy. For this maneuver to work, there must be a willing humanoid in a settlement of significant size, as determined by the DM.   When you use this maneuver, you choose to recruit a Brute or a Scout, which determines certain traits in its stat block.   The Mercenary rolls its own initiative in combat. On its turn, it does its best to follow any orders you have given it. Other than that, it will defend itself to the best of its ability. If you fall to 0 hit points or die, they abandon you and do everything in their power to flee home.   Once you use this maneuver in a settlement, you cannot use it there again for 7 days. You can only have one Mercenary following you at a time. Recruiting another causes any other Mercenaries to immediately abandon you and return home.  
Survey Settlement
Prerequisite: Dexterity or Charisma of 15
You can expend a Superiority Die and spend 1 hour gathering information on up to 1 square mile of a settlement that you currently occupy. At the end of the hour, you gain knowledge about three of the following as they relate to the area:
  • Any active factions and faction outposts within the area.
  • Prominent buildings, gathering places, and cultural sites.
  • Powerful (CR 1 or higher) politicians or military leaders.
  • Loyalties, beliefs, and fears of the local populace.
  • Secret alleyways, doors, hideouts, or storefronts.
Once you use this maneuver to survey a settlement you must finish a long rest before you can use it in that location again.  
Survey Wilderness
Prerequisite: Strength or Wisdom of 15
You can expend a Superiority Die and spend 1 hour gathering information on up to 1 square mile of a wilderness that you currently occupy. At the end of the hour, you gain knowledge about three of the following as they relate to the area:
  • Any settlements or camps with five or more occupants.
  • Prominent natural formations, bodies of water, and ruins.
  • Native plants, animals, weather, and ecosystems.
  • Powerful (CR 1 or higher) creatures that reside within, or have passed through the area within the last 24 hours.
Once you use this maneuver to survey an area of wilderness you must finish a long rest before you can use it there again.  
Thunderous Shot
Prerequisite: Dexterity of 15
In place of an attack, you can expend a Superiority Die and fire a piece of ammunition in a straight line, forcing creatures in that line out to the normal range of the weapon to make a Dexterity saving throw. Creatures take your weapon's normal damage plus piercing damage equal to twice your Superiority Die on a failed save, and half as much damage on a success.  
War Cry
As an action, you can expend a Superiority Die and issue a mighty war cry, forcing any creatures in an adjacent 30 foot cone that can hear you to make a Wisdom saving throw. On a failed save, creatures drop whatever they are holding and are frightened of you for one minute. If a creature ends its turn in a location where it doesn’t have line of sight to you, it can repeat the saving throw, ending the effect on a success.
of your choice. These maneuvers require you to meet any prerequisites it may have. Maneuvers learned through this feature do not count towards your known maneuvers.   Maneuvers gained through this feature can be used twice per short or long rest. Whenever you gain a level in the fighter class, you can replace an Advanced Maneuver with another Advanced Maneuver of your choice, provided you meet any prerequisites.  

Indomitable

Beginning at 9th level, if you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. If you do so, you must use the new roll. If you use this feature and still fail the saving throw, you do not expend a use of this feature   You can't use this feature again until you finish a long rest.  

Weapon Adept

At 10th level, you are a master of weapons. When you use your Weapon Expert feature on a kind of weapon, you can give that kind of weapon two properties rather than one, but you then use only one property at a time; whenever you make an attack roll against a target with that kind of weapon, you decide which of the two properties applies to that attack. You make this decision before the attack hits or misses.  

Improved Extra Attack

Beginning at 11th level, you can attack thrice, instead of twice, whenever you take the Attack action on your turn.   Additionally, the first time you use a maneuver on your turn, you may choose to not expend a use of your Superiority Die. You can do this a number of times up to your proficiency bonus and regain all expended uses when you finish a long rest.  

Heroic Maneuvers

At 13th level, you learn techniques only mastered by the most powerful warriors in an entire kingdom. You learn one Heroic Maneuver

Dance of Death
Prerequisite: Dexterity of 17
As an action on your turn, you can expend Superiority Dice (up to your proficiency bonus) and instantly strike with a melee weapon you are holding at a number of creatures within 30 feet equal to 1 + the number of dice expended, forcing them to make a Dexterity saving throw. Creatures take damage of your weapon's type equal to two rolls of your Superiority Die + your Dexterity modifier on a failed saving throw, and half as much damage on a successful save.   For each of the creatures reduced to 0 hit points by this maneuver, you can force another creature of your choice within range of this maneuver to make the Dexterity saving throw.   Once the maneuver ends, you appear in an unoccupied space of your choice next to one of the targets of this maneuver.  
Equip Militia
You can expend a Superiority Die and spend 1 hour training a number of humanoid creatures equal to your level to fight. Creatures that spend the full hour listening and training with you gain two of the following benefits of your choice:
  • They gain proficiency with one martial weapon.
  • They gain proficiency with light armor and shields.
  • They gain temporary hit points equal to your Superiority Die.
  • They gain proficiency in one of the following skills: Animal Handling, Athletics, Medicine, Survival, or Stealth.
  • They have advantage on saving throws to resist being charmed or frightened.
The benefits you choose for these creatures last until they are incapacitated, or until the end of their next long rest.  
Expert Determination
As an action, you can expend a Superiority Die to focus your mind and temporarily sharpen one of your skills. Choose a skill or tool that you are proficient in. For the next hour, you can add your Superiority Die to any check you make that uses the chosen skill, without expending one of your Superiority Dice.  
Fluid Movements
Prerequisite: Dexterity of 17
As a bonus action, you can expend a Superiority Die to enter a heightened state of movement which you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits:
  • Your movement is unaffected by difficult terrain.
  • You can use a bonus action on your turn to gain the benefits of both the Dash and Disengage action.
  • Spells and other magical effects can neither reduce the your speed nor cause you to be paralyzed or restrained.
  • You can spend 5 feet of movement to instantly escape from nonmagical restraints like manacles or a grapple.
  • Swimming or being underwater imposes no penalties on your movements or your attack rolls.
 
Lightning Draw
Prerequisite: Dexterity of 17
As a bonus action, you can expend a Superiority Die and enter into a heightened state of focus which you must concentrate on as if concentrating on a spell. For the next minute, or until you lose concentration, you can use a bonus action to make two ranged weapon attacks so long as you have ammunition.   This maneuver's effects don't stack with the Swift Quiver spell.  
Staggering Blow
Prerequisite: Strength of 17
When you hit a creature with a melee weapon attack, you can expend a Superiority Die to strike with near-supernatural force. The creature takes additional bludgeoning damage equal to three times your Superiority Die, and it has disadvantage attack rolls and ability checks, and can't take reactions for 1 minute.   The creature can make a Wisdom saving throw at the end of each of its turns, ending these effects on a success.  
Sundering Strike
Prerequisite: Strength of 17
In place of an attack, you can expend a Superiority Die to strike a creation of magical force, such as a prismatic wall, resilient sphere, or forcecage. Any magic creation of 3rd-level or lower is instantly destroyed. If the target was created with a spell of 4th-level or higher, make a Strength check. The DC equals 10 + the spell’s level. On a successful check, it is dispelled.  
Unbreakable
Prerequisite: Constitution of 17
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can expend Superiority Dice (up to your proficiency bonus) and fall to 1 hit point. For each Superiority Die you spent, you roll three Superiority Dice, and you gain temporary hit points equal to the total roll.  
Victory Surge
As an action, you expend one Superiority Die and drive an ally to fight as never before. Another creature of your choice within 30 feet that can see or hear you can use its reaction to move up to its full speed and take a single action or bonus action.
of your choice. You can use a Heroic Maneuver once per short or long rest. Maneuvers learned through this feature do not count towards your known maneuvers.  

Improved Action Surge

Starting at 15th level, you can use Action Surge twice before a short or long rest but no more than once on your turn.  

Unconquerable

At 16th level, when you're in great peril, you can tap into a deep well of resilience within yourself. If you fail a saving throw and your Indomitable feature is expended, you can use it again by expending a use of your Second Wind, which also heals you.  

Legendary Maneuvers

At 17th level, your martial skill rival demigods. You learn a Legendary Maneuver
 
Banishing Strike
Prerequisites: Strength of 19
When you hit a creature with a melee weapon attack, you can expend a Superiority Die to empower your blow with legendary force, and force the target to make a Charisma saving throw. It takes additional force damage equal to three rolls of your Superiority Die on a failure, and half as much on a success.   If this attack reduces the target to 50 hit points of fewer, it shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied at the end of your next turn.  
Cataclysmic Slam
Prerequisite: Strength of 19
In place of an attack, you can expend a Superiority Die and strike the ground at your feet with legendary power. A shockwave of earth and thunderous force erupts from you, forcing any creatures within 30 feet to make a Constitution saving throw. On a failed save, creatures take bludgeoning damage equal to three rolls of your Superiority Die + your Strength modifier and are knocked prone. On a successful save, creatures take half as much damage and don't fall prone. Any objects within this area take the maximum amount of damage.   The area becomes difficult terrain until a creature uses its action to clear one 5 foot square of this difficult terrain.  
Final Strike
As an action you expend one Superiority Die and order your allies to strike at a foe of your choice. Creatures of your choice (up your proficiency) within 30 feet that can see or hear you can immediately take the Attack action (including Extra Attacks), or cast a spell of 5th-level or lower with a casting time of one action. All attacks and spells much target the for that you designate when you use this Exploits.  
Legendary Focus
As a bonus action, you can expend a Superiority Die to enter a legendary state of focus which you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits:  
  • You gain 50 temporary hit points. If any of these remain when the effects of this maneuver end, they are lost.
  • You have advantage on any weapon attacks you make.
  • Once per turn when you hit a target with a weapon attack, you can deal additional damage equal to your Superiority Die.
  • You gain a bonus to Strength, Dexterity, and Constitution saving throws equal to your Superiority Die.
  • When you take the Attack action on your turn, you can make an additional weapon attack as part of that action.
  •   When the effect ends, you can’t move or take actions until after your next turn, as a wave of lethargy sweeps over you.   This maneuver does not stack with the Tenser's Transformation spell.  
    Mortal Reminder
    When you hit with a weapon attack, you can expend a Superiority Die to open up your foe, unleashing a fountain of vitality from the wound and takes damage equal to three rolls of your Superiority Die + your Strength or Dexterity modifier. At the start of their turn for the next minute, the target loses hit points equal to your fighter level, reducing their maximum hit points by the same amount, and any saving throw they make is reduced by a number equal to a roll of your Superiority Die. If the target is reduced to 0 hit points from this damage, death saving throws they make are made at disadvantage.   The target can end the effects of this maneuver by using an action to staunch the wound.  
    Steel Wind Slash
    Prerequisite: Strength or Dexterity of 19
    In place of an attack, you expend a Superiority Die and flourish your melee weapon then vanish. Choose up to five creatures you can see within 30 feet of, making a melee weapon attack against each one. On a hit, each target takes damage of your weapon's type equal to four rolls of your Superiority Die + either your Strength or Dexterity modifier (your choice). You then appear in an unoccupied space of your choice that you can see within 5 feet of one of the targets of this maneuver.  
    Storm of Arrows
    Prerequisite: Dexterity of 19
    In place of an attack, you can expend a Superiority Die to fire a volley of ammunition at a point you can see within the range of your weapon. Creatures of your choice within 30 feet of that point must make a Dexterity saving throw. Targets take piercing damage equal to six rolls of your Superiority Die + your Dexterity modifier on a failed save, and half on a success.   You must have enough ammunition to hit each target.  
    Vorpal Strike
    Prerequisite: Strength or Dexterity of 19
    When you hit a creature with a melee weapon attack, you can expend a Superiority Die and attempt to behead it, dealing additional damage equal to four rolls of your Superiority Die.   If the damage of this maneuver reduced the target's remaining hit points to 50 or fewer, you cut off one of its heads. The creature instantly dies if it cannot survive without the lost head.   Creatures can use a Legendary Resistance to avoid being beheaded. Any creatures that don't have or don't need a head are immune to this maneuver's effects, but still take the damage.
    of your choice. You can use Legendary Maneuvers once per long rest. Maneuvers learned through this feature do not count against your known maneuvers.  

    Superior Extra Attack

    Beginning at 17th level, you can attack four times, instead of thrice, whenever you take the Attack action on your turn.  

    Relentless

    Starting at 19th level, when you roll initiative and have no superiority dice remaining, you regain 1 Superiority Die.  

    Mythic Warrior

    You are the master of combat. Your Strength or Dexterity score increases by 2, and your Constitution score increases by 2. Your maximum for those scores increases by 2.   You can use a bonus action to channel your superior martial prowess to enter a temporary flow state. Until the end of your turn, you gain the following benefits:
    • Whenever you use a maneuver, you do not expend a use of your superiority die.
    • You regain a use of your Second Wind, Action Surge, or Indomitable feature (your choice) whenever you hit with an attack.
    • Once on your turn, when you hit a creature with an attack roll, you can treat the attack roll as if you rolled a 20.
      Once you use this feature, you cannot do so again until you finish a long rest.
    subclass options:

    Martial Archetype

    Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.   Arcane Archer

    An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of their most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.  

    Arcane Archer Lore

    At 3rd level, you learn magical theory or some of the secrets of nature – typical for practitioners of of this elven martial tradition. Choose one of the following options:
    • Arcane. You gain proficiency in the Arcana skill, and you learn two cantrips from the wizard spell list of your choice. Your spellcasting ability for these spells is Intelligence.
    • Primal. You gain proficiency in the Nature skill, and you learn two cantrips from the druid spell list of your choice. Your spellcasting ability for these spells is Wisdom.
     

    Arcane Archer Maneuvers

    You learn certain Maneuvers at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.


    Fighter LevelManeuver
    3rdprecision strike, scholar's insight
    5thflaming shot, volley
    9ththunderous shot
     

    Arcane Shot

    You learn to imbue your ammunition with magic. At 3rd level, you learn two Arcane Shots from the list of Arcane Shots.   Once per turn, when you hit a target with a ranged attack from a longbow, shortbow, light crossbow, or heavy crossbow, you can apply one of the Arcane Shots you know to that hit.   You can use this ability a number of times equal to your chosen spellcasting modifier from Arcane Archer Lore (minimum of once), and you regain all expended uses when you finish a short or long rest.   You learn an additional Arcane Shot of your choice at certain levels in this class: 7th, 10th, 15th, and 18th level.  

    Magic Arrow

    At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire an arrow from a shortbow or longbow, it is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.  

    Curving Shot

    At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.  

    Ever-Ready Shot

    Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.  

    Arcane Infusion

    At 18th level, you can infuse spells into your ammunition, creating your own Arcane Shots. Choose up to two spells from the same spell list as your chosen cantrips at 3rd level. The chosen spells must meet the following prerequisites:
    • Level. The spell must be of 4th level or lower.
    • Targets. The spell must target a single creature or point.
    • Casting Time. The spell must have a casting time of an Action.
    When you hit a creature with a ranged weapon attack, you can cast one of the chosen spells through your attack. The spell must have the same target as the attack, or be centered on the target of the attack. These spells use the same spellcasting ability as the cantrips chosen at 3rd level.   Once you cast a spell this way, you cannot cast that spell again until you complete a short or long rest.  

    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 is calculated as follows:  
    Arcane Shot save DC = 8 + your proficiency bonus
    + your spellcasting 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 takes extra force damage equal to your Superiority Die and must 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 extra psychic damage equal to two rolls of your Superiority Die, 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 each take force damage equal to two rolls of your Superiority Die.   Enfeebling Arrow. You weave necromantic magic into your arrow. The creature hit by the arrow takes extra necrotic damage equal to two rolls of your Superiority Die. 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 extra poison damage equal to two rolls of your Superiority Die, its speed is reduced by 10 feet, and it takes slashing damage equal to two rolls of your Superiority Die 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 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus extra piercing damage equal to your Superiority Die. On a successful save, a target takes half as much damage.   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 extra force damage equal to your Superiority Die, 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 extra psychic damage equal to two rolls of your Superiority Die, 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.
          Armiger

    While all knights are entrusted a squire, not all squires walk the path to eventual knighthood. Armigers are heralded collectors of arms and armaments, wielding a large arsenal of weapons in a fight.  

    Collection of Arms

    Starting at 3rd level, you are able to carry a massive arsenal of weapons with you, you count as one size larger when determining your carrying capacity. In addition, whenever you take the Attack action, you can stow and draw a weapon before each attack you make as part of the same action.  

    Dynamic Combatant

    Also at 3rd level, whenever you make a weapon attack, you get a +2 bonus o the damage roll of the next weapon attack you make with a different weapon that turn. In addition, all weapons you wield that don't have the two-handed property gain the light property if you don't already have it.  

    Debilitating Strikes

    At 7th level, your weapons gain an additional mastery property while you are wielding them baed on the type of damage they deal, and you can use that property. If you can use another mastery property of that weapon, you must choose which one to use when you hit with an attack.
    • Strikethrough. (piercing). When you hit a creature with the weapon, that creature suffers a -2 penalty to their AC until the end of your next turn.
    • Bleed. (slashing). When you hit a creature with the weapon, the creature loses 1 hit point at the start of their turn for the next minute unless they use an action to staunch the wound. You can apply bleed on a creature multiple times, losing a number of hit points for each stack of bleed they have.
    • Daze. (bludgeoning). When you hit a creature with the weapon, the creature must succeed on a Constitution saving throw. On a failure, they can choose to Move or take an Action on their turn, not both. They can't take a bonus action or reaction until the end of their next turn.
     

    Additional Fighting Style

    At 10th level, you gain an additional fighting style of your choice.  

    Masterful Tactics

    At 15th level, whenever you attack with a weapon that has two mastery properties, you can use both masteries on the same attack.  

    Army of One

    At 18th level, when you take the Attack action, you can make any number of additional attacks as part of that action until you miss an attack roll, however each attack must be with a different weapon, and each additional attack suffers a compounding -5 penalty to the attack roll.
          Banneret

    A banneret is a knight who inspires greatness in others by committing brave deeds in battle. The mere presence of one in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone banneret is a skilled warrior, but a banneret leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.   A banneret prefers to lead through deeds, not words. As a banneret spearheads an attack, their actions can awaken reserves of courage and conviction in allies that they never suspected they had.
     

    Banneret Maneuvers

    You learn certain Maneuvers at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.

     


    Fighter LevelManeuver
    3rdcommander's presence, heroic fortitude
    5thheroic will, rally
    9thdaring rescue
     

    Rallying Cry

    When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries. You gain a bonus to the hit points gained from Second Wind equal to your Charisma modifier.   When you use your Second Wind feature, you can choose up to three friendly creatures within 30 feet of you that can see or hear you. Each one regains hit points equal to your Superiority Die + your Charisma modifier.   At 18th level, the range increases to 60 feet.  

    Royal Envoy

    Knights of high standing are expected to conduct themselves with grace.   At 3rd level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.   Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.  

    Inspiring Surge

    Starting at 7th level, when you use your Action Surge feature, you can choose one creature within 30 feet of you that can see or hear you. The creature can use its reaction to move its speed, without provoking any opportunity attacks, then it can make a single weapon attack. Starting at 10th level, you can choose two allies within 30 feet of you. At 18th level, you can choose three allies within 60 feet of you.  

    Commanding Fortitude

    Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. You gain an additional use of Indomitable. When one ally within 60 feet of you fails an Intelligence, Wisdom, or Charisma saving throw, you may use your reaction to expend one use of Indomitable. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.  

    Exalted Presence

    Starting at 18th level, your presence inspires your allies to withstand any defeat. When you or a creature affected by your Rallying Cry, Inspiring Surge, or Commanding Fortitude features since your last turn is reduced to 0 hit points, but not killed outright, it is reduced to 1 hit point instead. A creature must complete a long rest before it can benefit from this feature again.
          Cavalier

    The archetypal cavalier excels at mounted combat. Usually born among the nobility and raised at court, a cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.  

    Cavalier Maneuvers

    You learn certain Exploits at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.


    Fighter LevelManeuver
    3rdbrace up, skilled rider
    5thdefensive stance, take cover
    9thresilient body
     

    Bonus Proficiency

    When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.  

    Born to the Saddle

    Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.   Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.  

    Unwavering Mark

    Beginning at 3rd level, you menace your foes, foiling attacks and punishing them for harming your allies. When you hit a creature with a melee weapon attack, you can Mark it as your foe until the end of your next turn. While it can see you, it has disadvantage on any attack roll not against you.   If the Marked creature deals damage to a creature other than you, you can use your reaction to make a melee weapon attack against it. You have advantage on this attack roll, and on hit, you deal additional damage equal to your Superiority Die.   If you have already used your reaction, you can expend a Superiority Die to make this special reaction attack again.  

    Warding Maneuver

    At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. As a reaction when you or another creature within 5 feet of you is hit by an attack, you can expend a Superiority Die and add it to the creature's Armor Class against the triggering attack. If the attack still hits, the target has resistance against the attack's damage. You must be wielding a melee weapon or shield to use this reaction.   You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.  

    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 run down your foes, mounted or not. Once per turn, when you move 10 feet in a straight line then hit a creature with a melee weapon attack, it must succeed on a Strength saving throw or be knocked prone.  

    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

    The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.  

    Champion Maneuvers

    You learn certain Exploits at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.


    Fighter LevelManeuver
    3rdfeat of strength, mighty leap
    5thconcussive blow, heroic will
    9thmythic athleticism
     

    Mighty Warrior

    When you adopt this Archetype at 3rd level, the raw physical might that you have cultivated enhances your attacks. Your weapon attacks now score a critical hit on a roll of 19 or 20.   When you reach 15th level, your critical hit range increase again, you score a critical hit on a roll of 18-20 on the d20.  

    Remarkable Athlete

    Starting at 3rd level, you gain proficiency in Athletics. If you are already proficient in that skill, choose another skill from those available to fighter. Whenever you make an ability check using Athletics, you add double your proficiency bonus to the roll.   Additionally, 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.  

    Impeccable Footwork

    At 7th level, you gain a climbing and swimming speed equal to your walking speed and you gain proficiency in Dexterity saving throws.  

    Brutal Strike

    Starting at 10th level, you roll one additional weapon damage die when determining the extra damage for a critical hit.   This increases to two additional damage dice at 15th level.  

    Additional Fighting Style

    Also at 10th level, you can choose a second option from the Fighting Style class feature.  

    Survivor

    At 18th level, you attain the pinnacle of resilience in battle. You have advantage on death saving throws. Whenever you roll a 18-20 on a death saving throw, you gain the benefit of rolling a 20.   Additionally, 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.
          Crusader

    Many warriors swear Oaths to gods of battle and war, but not all are blessed with the divine power of paladins or clerics. Those who fight for the gods without their explicit blessing are known as Crusaders. These zealots stand as champions of divine causes, their fervent belief fueling their battle fury.   Crusaders serve many gods and causes, but they all have one thing in common; their fanatical devotion to what they believe is right. Their belief is forged in the fires of devotion, and a dedicated Crusader will often snap rather than bend.  

    Crusader Maneuvers

    You learn certain maneuvers at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.


    Fighter LevelManeuver
    3rdcommander's presence, wild strike
    5thexecute, intimidating command
    9thinspirational speech
     

    Crusader's Ire

    You mark your foes for divine judgment. When you adopt this archetype at 3rd level. as a bonus action, you can Mark a creature within 60 feet as the target of your Crusader's Ire, granting you the following benefits:
    • Once per turn when you miss the creature with a weapon attack, you can immediately make another weapon attack against that creature using the same weapon.
    • When the creature is within your reach and casts a spell or makes an attack against a creature other then you, you can use your reaction to make an opportunity attack.
    • When the creature forces you to make a saving throw, you gain a bonus to your roll equal to your Superiority Die.
    Your Mark lasts for 1 minute, or until the creature is slain. Once you use this feature you must finish a long rest before you can use it again. When you have no uses remaining, you can expend a Superiority Die to use this feature again.  

    Fanatical Disciple

    Additionally at 3rd level, you gain proficiency in Religion, and whenever you make an Intelligence (Religion) check related to the god or cause you serve you gain a bonus to your roll equal to your Superiority Die.  

    Renewed Fervor

    Your fanaticism grants you bursts of fervor in battle. At 7th level, when you use Second Wind you regain the use of Crusader's Ire.   In addition, when you Mark a creature as the target of your Crusader's Ire, you can move up to 30 feet toward it as part of the same bonus action without expending your movement.  

    Zealous Fury

    By 10th level, your conviction allows you to survive blows that would slay those of lesser faith. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead, and immediately make one weapon attack against your attacker.   Once you use this feature you must finish a short or long rest before you can use it again. If you have no uses left, you can use it again, but you instantly gain a level of exhaustion.  

    Righteous Judgement

    At 15th level, you are the arbiter of divine wrath. When you hit the target of Crusader's Ire with a weapon attack, you can end the Mark to have your attack to deal maximum damage instead of rolling.   If the attack reduces the target to 0 hit points you instantly regain the use of Crusader's Ire.  

    Divine Rebuke

    Finally at 18th level, those that dare strike you down will feel your divine fury. When the target of Crusader's Ire target's you with an attack, you can use your reaction to make a single weapon attack against that creature. If you use this reaction after the attack hits you, your weapon attack is made with advantage.
          Echo Knight

    A mysterious and feared frontline warrior, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.  

    Echo Knight Maneuvers

    You learn certain Maneuvers at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.


    Fighter LevelManeuver
    3rdfeinting attack, scholar's insight
    5thheroic will, whirlwind slash
    9thheroic focus
     

    Manifest Echo

    At 3rd 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 14 + your Charisma modifier, 1 hit point, and immunity to all conditions. Your Maneuvers can originate from yourself or your Echo. 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 (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. 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

    Also at 3rd level, You can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from your Echo.   You can use this feature a number of times equal to your Charisma modifier (a minimum of once), and you regain all expended uses when you finish a long rest.  

    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 Martyr

    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

    By 15th level, you've learned to absorb the fleeting magic of your echo. Whenever your Echo is destroyed by taking damage, you can choose to gain temporary hit points equal to your Superiority Die + your Charisma modifier.   You can use this feature a number of times equal to your Charisma modifier (a minimum of once), and you regain all expended uses when you finish a long rest.  

    Legion of One

    At 18th level, you can use a bonus 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. In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.
          Glade Runner

    In the forests of Tresdia, there are those touched by the fey who become twisted and changed. Some say that these Glade Runners are agents of the courts, teleporting to-and-fro between the Feywild and the Material Plane. Others whisper that their weapons appear before they do and can appear right behind you. Whatever the case, when you wander in a forest and there's nobody around it would be best to stay away from a blade without a wielder.  

    Glade Runner Maneuvers

    You learn certain maneuvers at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.


    FIghter LevelManeuver
    3rdlightstep, quick toss
    5thdirty hit, heroic will
    9thsurvey wilderness

    Bound Weapon

    At 3rd level, you learn a ritual that creates a magical bond between yourself and one melee 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. You can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand or dismiss it to a pocket dimension (no action required).   If you attempt to bind with another weapon whilst already being bound, you lose the link to the previous weapon, replacing it with the new weapon you are binding yourself to.   You may bind yourself to an additional weapon at 7th, 10th, and 15th level. Once you have two or more weapons, you may switch between bound weapons as a bonus action.  

    Fade Strike

    Also your 3rd level, your time in the Feywild has altered your way of walking the world, allowing you fade in between the planes to close the gap. As a bonus action, you can make a special attack with a bound weapon by throwing it, making a ranged weapon attack with a range up to 30 feet. You are proficient with it, and you add your Strength or Dexterity modifier to the attack roll. On a hit, you teleport to the creature, placing yourself to the closest unoccupied space adjacent to that creature. On a miss, you do not teleport. Regardless of a hit or miss, the weapon returns to your hand.   Fade Strike's deals force damage equal your Superiority Die + your Strength or Dexterity modifier.   You can use this feature a number of times equal to 1 + your Charisma modifier (minimum of once), regaining expended uses when you finish a long rest. When you have no uses remaining, you can expend a Superiority Die to use this feature again.  

    Distant Step

    Beginning at 7th level, you may now attempt to teleport to places you can see. As a bonus action, you may expend a use of your Fade Strike to throw your bound weapon to a point you can see within 30 feet. If you throw the weapon at a wall, it will phase into the wall as much as you choose to, however the handle of the weapon cannot be phased into the wall. When teleporting to your weapon in this manner, you are hanging with one hand from the handle of your weapon. You also teleport as soon as the weapon reaches it's intended destination. Damage cannot be dealt this way.   At 15th level, you may bring with you one willing creature of your size of smaller.  

    Fey Empowerment

    At 10th level, your connection to the Feywild strengthens the arsenal at your disposal. Your weapons now have different effects depending on their properties:
    • Thrown Weapons. Double the range of weapons with the thrown property. This does not affect your Fade Strike range with these weapons.
    • Light Weapons. You may summon and dismiss two light weapons in a single bonus action.
    • Heavy Weapons. When you hit a creature with your Fade Strike ability using a weapon with the heavy property, you may choose to push the creature up to 10 ft. back and teleport to the closest space adjacent to the creature.
     

    Quickened Fade

    Starting 15th level, once per round whenever you take the Attack action on your turn, you can use your Fade Strike ability in place of one of those attacks.  

    Glade Fury

    Beginning at 18th level, your unbreakable bond with the Feywild allows you to strike multiple foes at once, dashing in and out of the realms. As an action, you can Fade Strike a number of creatures up to your Charisma bonus within 60 feet of you, making separate attack rolls for each targeted creature. You can target the same creature multiple times. You choose whether to remain in your place or to teleport to within 5 feet one of the targeted creatures. You can use this ability once, regaining the use of this feature at the end of a long rest.   Additionally, your Fade Strike and Distant Step range increases to 60 feet.
          Guardian
    Guardians are elite defensive warriors whose strengths shine while fighting side by side with their allies. Though trained to use weapons of all types, Guardians are especially effective when using a protective style of fighting with a weapon and shield. Alone, a Guardian is a small threat, but when fighting alongside their allies they are impenetrable walls of steel.  

    Guardian Maneuvers

    You learn certain maneuvers at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.


    Fighter LevelManeuver
    3rdbait and switch, warding strike
    5thimmovable stance, shield impact
    9thresilient body
     

    Warrior Smith

    You gain the skills to maintain your arms and armor so that you may defend your allies to the best of your ability. When you adopt this archetype at 3rd level, you gain proficiency with leatherworker's tools and smith's tools.   During a long rest, you can spend 1 hour using either set of tools to reinforce a shield or a set of armor you touch. The object grants its wearer an additional +1 bonus to their Armor Class that lasts until the end of your next long rest.  

    Guardian Stance

    Starting at 3rd level, while you are wielding a shield, you can use a bonus action to enter a Guardian Stance which lasts indefinitely. It ends if you are incapacitated, you doff your shield, or you end it as a free action. Your Stance grants you the following features:
    • Your speed is reduced by 10 feet.
    • Creatures of your choice within 5 feet that are also wielding a shield gain a +1 bonus to their Armor Class.
    • As a reaction, when a creature within 5 feet of you is hit by an attack, you can become the target of the attack, taking the damage of the attack if it would hit you.
    • You can make a Shove attack as a bonus action.
     

    Rallying Wind

    You inspire your allies to hold their position against all odds. Beginning at 7th level, when you use Second Wind while in your Guardian Stance, creatures of your choice within 5 feet of you that can see or hear you gain temporary hit points equal to your fighter level.  

    Stalwart Defender

    At 10th level, you are strongest when standing side by side, and shield by shield, with your allies. You gain the following benefits:
    • You gain a +1 bonus to your Armor Class for each friendly creature within 5 feet of you that is wielding a shield.
    • You cannot be moved against your will while conscious.
    • Both you, and friendly creatures within 5 feet of you, have advantage on Strength and Constitution saving throws.
    • When you roll initiative you can immediately enter your Guardian Stance as long as you are not surprised.
     

    Improved Guardian Stance

    At 15th level, you improve your defensive technique to better defend those who stand beside you. While in your Guardian Stance, you grant friendly creatures within 5 feet of you the benefits of half cover, in place of the +1 Armor Class bonus.  

    Unshakable Bastion

    You are a master amongst Guardians. Starting at 18th level, your Guardian Stance and Stalwart Defender features can affect creatures of your choice within 10 feet of you.
          Guerilla
    No matter the mission, a Guerrilla will execute it with utmost perfection. Sometimes known as commandos, these warriors are marked by their determination and adaptability. Whether harsh terrain, vicious monsters, enemy soldiers, or powerful spellcasters, nothing short of death will cause the willpower of a Guerrilla warrior to waver in the pursuit of their goals.  

    Guerilla Maneuvers

    You learn certain maneuvers at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and they cannot be switched upon gaining a level, or by using your Adaptable Maneuvers feature.


    Fighter LevelManeuver
    3rdmighty leap, survivalist's craft
    5thimprovised skill, take cover
    9thsurvey wilderness
     

    Adaptable Maneuvers

    At 3rd level, you can adjust your skills to meet any challenge. At the end of each long rest, you can replace one maneuver you know with another Maneuver.   When you reach 10th level in this class, you can use this feature at the end of a short rest. Once you do so, you must finish a long rest before you can use it in that way again.  

    Survivalist

    Also at 3rd level, you are an expert at overcoming natural obstacles. Choose two of the following skills: Athletics, Perception, Stealth, or Survival. Whenever you make an ability check with that skill you gain a bonus to your roll equal to your Superiority Die, without expending a Superioriy Die.   Upon reaching 7th level in this class, you can choose two additional skills from the list above to gain the same benefit.  

    By Land or Sea

    Starting at 7th level, you have trained to succeed in any environment. At 7th level, and again at 15th level you gain one of the following features:
    • Alpine Combatant. You have trained for battle at great heights. You gain a climbing speed equal to your walking speed, and when you fall, you can use your reaction to reduce any falling damage by an amount equal to your fighter level.
    • Marine Combatant. You prepare for amphibious combat. You gain a swimming speed equal to your walking speed, and you can hold your breath for up to 1 hour underwater.
     

    Adaptable Fighting Style

    Beginning at 10th level, you can adapt your style of fighting to better counter your enemies. When you finish a long rest, you can replace one Fighting Style you know with another Style of your choice.  

    Unwavering

    At 15th level, you are remarkably hardy, even compared to other fighters. When you use Second Wind you gain the following benefits:
    • You regain one of your expended Superiority Dice.
    • Your level of exhaustion, if any, is reduced by 1.
    • You gain a bonus to the next Strength, Dexterity, or Constitution ability check or saving throw you make within the next minute equal to your Superiority Die.
     

    Guerilla Commando

    When you reach 18th level, there is nothing that can stand between you and your goals should you have time to prepare. You can use your Adaptable Fighting Style feature at the end of each short or long rest.   Moreover, when you roll initiative and are not surprised, you gain one of the following benefits of your choice:
    • You gain temporary hit points equal to your fighter level.
    • You can immediately move up to your full speed.
          Knight Exhumer

    Some fighters spend their lives training to be the best knight of a great army. Others perfect stances and maneuvers to use against their enemies. The Knight Exhumer wastes no energy attempting to be the best, they know that longest lasting warriors fight in numbers, and so they undergo a secret necromantic ritual that allows them to raise the spirits of dead warriors to fight as thralls beside them.  

    Knight Exhumer Maneuvers

    You learn certain maneuvers at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.


    Fighter LevelManeuvers
    3rdmenacing shout, ruthless strike
    5thintimidating command, whirlwind slash
    9thheroic focus
     

    Animate Infantry

    Using the magic granted by the ritual that gave you your power, you learn to create infantry to fight for you. Starting at 3rd level, you can cast the Animate Dead spell. When you do so, the creature gains an additional number of hit points equal to 5 + your fighter level, it adds your Constitution modifier to its saving throws, and it stays under your control for 24 hours before crumbling to ash as its warrior spirit is destroyed.   You can cast the spell once, and you regain all expended uses at the end of a short or long rest. You can use this feature twice at 7th level and three times at 15th level.  

    Undead Assault

    Also at 3rd level, when you take the Attack action on your turn, any attack you make with that action can originate from your space or from the space of an undead under your control. You make this choice for each attack.   Additionally, when you expend a use of your Action Surge, you can command one or more undead under your control to take an additional action.   Once you use your Action Surge in this way, you can't do so again until you finish a long rest.  

    Horde Tactics

    At 7th level, your command strengthens while your soldiers are nearby. An undead under your control has advantage on attacks and saving throws it makes while you or another undead under your control is within 5 feet of it.   Additionally, when you are targeted by a weapon attack while one of your undead is within 5 feet of you, you can use your reaction to command the undead to take a step in front of you, becoming the new target for the attack.  

    Necroknight

    At 10th level, necromantic energy flows through you and your thralls. You gain resistance to necrotic damage, and attacks made by your undead are considered magical for overcoming resistances and immunities.  

    Commander's Tongue

    Beginning at 15th level, you channel deeper necromantic energies from your ritual to better command your undead minions. You can speak with any undead with an Intelligence score of 3 or higher as if you shared a language and you can cast the speak with dead spell at will without expending a spell slot.   Additionally, you can expend three uses of your Animate Infantry to cast Create Undead.  

    Undead Fortitude

    At 18th level, when an undead under you control is killed within 30 feet of you, you can use a reaction to expend a Hit Die and cause the creature to regain a number of hit points equal to 10 + your Constitution modifier.   Additionally, when you use your Second Wind feature, you can choose an undead under your control to also regain an equal number of hit points.
          Mage Knight

    Mage Knights supplement their skill with the armaments of war with arcane knowledge. Compared to mages who study only magic, Mage Knights can only produce minor spells, but, when combined with their deadly skill with the weapons of warfare, these minor spells become potent enhancements.  

    Spellcasting

    When you reach 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.  
    Spell Slots
    The Spellcasting table below 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.   For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.  
    Spells Known of 1st Level and Higher
    You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.   The Spells Known column of the Spellcasting table below shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.   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 it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.  
    Spellcasting Ability
    Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier  

    Mage Knight Spellcasting Table


    SpellslotsperSpellLevel
    Fighter LevelCantrips KnownSpells Known1st2nd3rd4th
    3rd232---
    4th243---
    5th243---
    6th243---
    7th2542--
    8th2642--
    9th2642--
    10th3743--
    11th3843--
    12th3843--
    13th39432-
    14th310432-
    15th310432-
    16th311433-
    17th311433-
    18th311433-
    19th3124331
    20th3134331
     

    Weapon Bond

    At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.   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. While holding a bonded weapon, you can use it as a spellcasting focus for your Mage Knight spells.   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.  

    War Magic

    Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as part of the same action. You can only use this ability once per turn.  

    Enchanted 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

    At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.  

    Improved War Magic

    You are a master of spell and sword. Beginning at 18th level, your War Magic ability improves in the following ways:
    • You can use War Magic to make an additional weapon attack when you use your action to cast a cantrip (for a total of two weapon attacks).
    • You can use War Magic to make a weapon attack when you use your action to cast a spell of 1st level or higher.
          Master-at-Arms
    While most fighters master one specific martial discipline, a Master-at-Arms is the rare warrior who is able to truly master multiple styles of combat. Whether through grit, dedication, or extraordinary skill, these elite fighters learn all they can about the theory of combat. A Master at Arms is always on the lookout for a new weapon or style of fighting to master.  

    Master at Arms Maneuvers

    You learn certain maneuvers at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.


    Fighter LevelManeuver
    3rdlightstep, riposte
    5thdefensive stance, warrior's challenge
    9thheroic focus
     

    Advanced Technique

    Your ability to learn and utilize martial techniques exceeds most other warriors. When you adopt this Archetype at 3rd level, your total number of Superiority Dice increases by 2.   Your training has also made your Maneuvers more potent than the average fighter. Your Superiority Dice become d8s. At certain fighter levels they increase again; at 5th level they become d10s, and finally at 11th level they become d12s.  

    Fluid Stances

    Whether by talent or training, you are a master of multiple combat styles. At 3rd level, you learn an additional Fighting Style of your choice. However, you can only benefit from one Fighting Style at a time. You can use a bonus action to switch your Fighting Style to another Fighting Style you know.   You learn an additional Fighting Style of your choice at 7th level, and again when you reach 15th level in this class. You can still only benefit from one Fighting Style at a time.  

    Consistent Skill

    You are able to fight at your peak capability for longer than most other warriors. Starting at 7th level, you gain an additional use of Second Wind between short or long rests. Additionally, When you use Second Wind you gain the following benefits:
    • You regain one of your expended Superiority Dice.
    • You are under the effects of either the Dash or Disengage action until the end of your turn.
     

    Master of Forms

    By 7th level, your technical skill with the weapons of war has grown, allowing you to learn more combat techniques than typical fighters. Choose an additional maneuver of your choice.   You learn one additional maneuver of your choice at 15th level, and one final maneuver at 18th level.  

    Masterful Surge

    You can draw on your techniques as a reflex in times of great need. Starting at 10th level, when you use your Action Surge, you gain a single Superiority Die that must be used as part of the additional action granted to you by your Action Surge. If not used, it disappears at the end of your additional action.   Also, you can benefit from two of Fighting Styles you know at once. Though, you can only switch one per bonus action.  

    Warrior of Legend

    By 18th level, your mastery with the weapons of war is near-supernatural. Once per turn when you use a Maneuver, you can roll a d6 in place of expending an Superiority Die.   Also, at the end of a long rest, you can replace a Maneuver or Fighting Style you know with another Maneuver or Fighting Style of your choice.
          Psi Warrior

    Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves.   As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield.  

    Psionic Power

    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. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long 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 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.
    • 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. 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

    You have mastered new ways to use your telekinetic abilities, detailed below.  
    • 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. 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.
    • 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.
     

    Guarded Mind

    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

    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

    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.
          Quartermaster
    The Quartermaster is a fighter that focuses less on their own martial prowess, and more on enabling the other members of their adventuring party to rise to their fullest potential. With a slew of prepared rations, they help their allies stay in top condition, always ready to face to the next challenge.  

    Quartermaster Maneuvers

    You learn certain maneuvers at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.


    Fighter LevelManeuver
    3rdfirst aid, skilled rider
    5thimmovable stance, take cover
    9thdaring rescue
     

    Rations

    At 3rd level, your training allows you to prepare rations that keep your allies in top condition. At the end of a long rest, you prepare a number of rations equal to your Constitution modifier (minimum of one). You may select any of the rations from the list at the end of this subclass description to prepare, as long as you meet the level prerequisite. In combat, you can use your action to either feed yourself, or a friendly creature within 5 ft. one ration.   Friendly creatures can only be under the effect of one ration at a time, and consuming a new ration immediately ends any current ration effects. Rations lose their potency and expire at the beginning of your next long rest. Rations can be distributed to the party at any point during the adventuring day, and require an action to consume.  

    Workhorse

    Also 3rd level, you gain abilities to help shoulder your allies burdens. You gain proficiency in Animal Handling, land vehicles, and your choice of either carpenter's tools or cook's utensils. If you already have proficiency in these skills or tools, you may add double your proficiency bonus to any ability check you make with them.   Additionally, you count as one size category larger when determining your carrying capacity.  

    Dependable

    You make sure your allies have the supplies and support that they need to thrive. Beginning at 7th level, you can use a bonus action on your turn to take a few special actions.
    • Administer. You can administer a single potion or other consumable to a friendly creature within 10 feet of you.
    • Arm. You can give a weapon, item, or any ammunition you are carrying to a creature within 5 feet. The creature can then equip the given item, and stow one item as a free action.
    • Encourage. You take the Help action, targeting a creature of your choice within 10 feet that can see or hear you.
    • Handiwork. You can use any tool you have proficiency with to interact with a creature or object.
    • Over There! You point to an enemy creature that you can see. The next attack against that creature can ignore up to three-quarters cover.
    • Wrangle. You make Wisdom (Animal Handling) or a land vehicles check to control a mount or cart you are riding.
     

    Improved Rations

    You have improved both the potency and the creation process of your Rations. Starting at 10th level, you prepare a number of Rations equal to your Constitution modifier (minimum of 1 Ration) at the end of each short or long rest. However, these Rations spoil at the end of your next short or long rest.   In addition, any Ration effects that last for 1 minute have their duration increased to 1 hour.  

    Ever Ready

    You are always ready to support your companions. Starting at 15th level, when you roll initiative and have no Rations remaining, you can prepare a single Ration of your choice.  

    Iron Stomach

    Your close work with your rations and supplies has toughened your body and soul to a point only few have reached. At 18th level your Constitution score increases by 2, and your maximum Constitution score is now 22. Additionally, you are always under the effect of one ration of your choice. The ration must have a duration longer then instantaneous. You can change this effect at the end of every short or long rest.    

    Rations

    Below are the Rations available to Quartermaster fighters. If a Ration has a fighter level prerequisite, you can prepare the Ration at the same time you meet the prerequisite level.  
    Fortifying Ration
    Duration: 1 minute
    When this ration is consumed, the adventurer's body becomes extremely resilient. They gain advantage on your choice of Constitution, Dexterity, or Strength checks and saving throws for the duration. For the duration, the creature can add your Constitution modifier (minimum of +1) to any ability check or saving throw for the chosen ability score.   At 10th level, the duration of the effect increases to 1 hour.  
    Heightening Ration
    Prerequisite: 7th level
    Duration: 1 minute
    When consumed, this ration enhances the adventurer's mind and their ability to process the world around them. They gain advantage on your choice of Intelligence, Wisdom, or Charisma checks and saving throws for the duration. For the duration, the creature can add your Constitution modifier (minimum of +1) to any ability check or saving throw for the chosen ability score.   At 10th level, the duration of the effect increases to 1 hour.  
    Invigorating Ration
    Duration: instantaneous
    Upon consumption, the creature regains hit points equal to 1d10 + your Constitution modifier (minimum of +1).   Starting at 10th level, this Ration restores an additional 1d10 hit points, and any hit points they regain that exceed their hit point maximum become temporary hit points.  
    Limbering Ration
    Prerequisite: 5th level
    Duration: 1 minute
    When consumed, the creature's speed increases by 10 feet.   At 10th level, the creature's speed increases by 20 feet.  
    Rejuvenating Ration
    Prerequisite: 15th level
    Duration: Instantaneous
    Upon consumption, the creature instantly gains the benefits of a short rest, including the ability to immediately expend Hit Dice as part of the action they used to consume the Ration. At the end of their current turn, the creature gains 1 level of exhaustion. A creature that consumes this Ration cannot gain the benefits of another ration until they finish a long rest.  
    Stimulating Ration
    Duration: Instantaneous
    This Ration must be consumed as part of a short rest. Upon consumption, the creature gains advantage on the roll for any Hit Dice they choose to expend during that short rest.   Starting at 10th level, consuming this Ration allows the creature to treat any Hit Dice they expend during the short rest as their maximum possible result instead of rolling.    
    Tenacious Ration
    Prerequisite: 10th level
    Duration: 1 hour
    Upon consumption, the creature gains immunity to one of the following conditions (their choice): blinded, charmed, deafened, frightened, poisoned, paralyzed, or stunned.    
    Thickening Ration
    Prerequisite: 5th level
    Duration: 1 minute
    When Consumed, this ration causes the adventurer's skin to thicken enough to deflect blows. They gain resistance to your choice of bludgeoning, piercing, or slashing damage.   Starting at 10th level, consuming this Ration grants resistance to bludgeoning, piercing, and slashing damage.  
    Warding Ration
    Prerequisite: 7th level
    Upon consumption, the creature gains resistance to acid, cold, fire, poison, lightning, or thunder damage (their choice).   At 10th level the duration of the effect increases to 1 hour, and the creature can choose from force, necrotic, psychic, or radiant damage in addition to the other damage types.
          Renegade
    What defines a Renegade is not simply the weapon they wield, or the ways they fight. A renegade, above all else, is a fighter of sly charm and swagger. With brash cockiness in spades, renegades build their own custom firearms to perfectly suit their own larger-than-life personalities. Particularly well-funded renegades may even have personalized weapons of arcane technology, but such folk are rare among the scoundrels in the seas.   Don't mistake their boasting for an empty façade—folk who underestimate a renegade's flashy gunplay tend to wind up dead.  

    Renegade Maneuvers

    You learn certain maneuvers at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.


    Fighter LevelManeuver
    3rddisarming attack, charlatan's guile
    5thdirty hit, volley
    9ththunderous shot
     

    Scoundrel's Wit

    Starting at 3rd level, your audacity only matches your wit. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Intelligence modifier (minimum of +1).   In addition, you gain proficiency with two of the following skills: Deception, Persuasion, or Sleight of Hand.  

    Gunfighter's Form

    Additionally, when you choose this archetype at 3rd level, you begin constructing a custom firearm that suits your unique brand of renegade style. This process begins by selecting the form upon which to base your weapon. Choose one of the following options; each form grants you a new ability and unlocks certain upgrades you can add to your weapon at higher levels. You can apply your maneuvers to attacks made with these forms as per usual.
    • Pistoleer. Favoring speed and style over raw power, a renegade who adopts the Pistoleer form wields a small flintlock handgun. As an action on your turn, you can target a creature within 30 feet and shoot. Make a ranged attack roll against the target. You are proficient with the attack, and on a hit, the attack deals piercing damage equal to 1d6 + your Dexterity modifier.
      The number of shots you can fire during a single action increases when you reach higher levels in this subclass: two shots at 5th level, three shots at 11th level, and four shots at 17th level. The shots can target the same creature or different creatures. Make a separate attack roll for each shot.
    • Marksman. Armed with a large two-handed firearm, a renegade who adopts the Marksman form can inflict massive damage in a single shot. As an action on your turn, you can target a creature within 120 feet and shoot. Make a ranged attack roll against the target. You are proficient with the attack, and on a hit, the attack deals piercing damage equal to 2d6 + your Dexterity modifier.
      You deal extra damage while using this form when you reach higher levels, dealing damage equal to 4d6 at 5th level, 7d6 at 11th level, and 10d6 at 17th level.
     

    Weapon of Choice

    Through a combination of salvaging stolen pieces of arcane technology and sheer rakish ingenuity, you can customize your firearm with various upgrades. When you choose this archetype at 3rd level, pick one minor upgrade and one major upgrade from the Firearm Upgrades list at the end of this subclass. If an upgrade has a prerequisite, you must meet that prerequisite in order to benefit from the upgrade.   You gain one additional minor upgrade at 5th level, and one additional major upgrade at 10th level.   Saving Throws. Some of these upgrades require your targets to make a saving throw to resist the effect. The saving throw DC is calculated as follows:  
    Firearm Upgrade save DC = 8 + your proficiency bonus + your Intelligence modifier

    Cunning Shot

    Starting at 7th level, you learn to exploit a foe's weak spots, even if they appear to have none. The damage dealt by your firearm, including damage dealt via Firearm Upgrades, is considered magical for the purposes of resistances and immunities and ignores resistances.  

    Grin and Bear It

    At 10th level, you can brace yourself in the heat of battle, even when gravely wounded. When you use your Second Wind feature, your AC gains a bonus equal to your Intelligence modifier, your movement speed increases by 20 feet, and you don't trigger attacks of opportunity until the start of your next turn.  

    Right Gun for the Job

    At 15th level, your skill with your firearm can adapt to any situation. When you finish a long rest, you can replace any of your Firearm Upgrades with a different one, though you cannot have more than two major upgrades equipped at a time. You must still meet the prerequisite of an upgrade in order to benefit from it. In addition your handling of firearms is disturbing to the common folk, you gain proficiency in Intimidation. If you are already proficient, you can instead double your proficiency bonus for any ability checks made using Intimidation.  

    Light 'Em Up

    At 18th level, you learn to channel the volatile force of your firearm's black powder into a single concussive blast. As a bonus action, you can either throw or set down a small explosive. If thrown, the explosive has a range of 30 feet and detonates immediately on impact; if set down, the explosive can be detonated remotely from up to 60 feet away as another bonus action.   When detonated, each creature within a 15-foot radius of the explosive must make a Dexterity saving throw, taking 12d6 force damage on a failure and half as much on a success. The DC for this saving throw is equal to your Firearm Upgrade DC.   Once you use this feature, you cannot use it again until you complete a short or long rest.  

    Firearm Upgrades

    Unlike many tinkerers who labor studiously in their workshops, renegade alter their weapon to suit their personal knavish swagger. The following list provides various options to enhance your firearm's capabilities. These upgrades may be personal touches you put on your weapon, or scavenged bits of scrap that you've discovered and rigged to work with your weapon.  

    Minor Firearm Upgrades

    Blade and Black Powder
    Prerequisite: Pistoleer Form   You create a matching blade to accompany your firearm, this blade has the statistics of a shortsword, rendering you a deadly opponent in both melee and ranged combat. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. Additionally, when you use your action to shoot using your Gunfighter Form, you can use your bonus action to strike at a creature within melee range with that blade. You can also attack normally using this blade.  
    Caliber Net
    By repurposing some salvaged scrap parts, you equip your gun with a net meant to trap opponents. As an action, choose a creature within range of your firearm. The creature must succeed on a Strength saving throw or be restrained. At the end of each of its turns, the target can repeat this saving throw, ending the effect on a success. Once you use this feature twice, you cannot use it again until you finish a short or long rest.  
    Collateral Damage
    Prerequisite: Marksman Form   You alter your ammunition to have explosive capabilities. Once per turn, when you hit a target with a successful attack from your firearm, all creatures within 5 feet of the target must succeed a Dexterity saving throw or take 3d6 piercing damage. This damage increases to 5d6 when you reach level 11 in this class.  
    Crosshairs
    Prerequisite: 5th level   You equip your firearm with a targeting mechanism. If you haven't moved this turn, you can aim down your sights as a bonus action, reducing your speed to 0 and granting you advantage on all attacks you make using your Gunfighter's Form feature until the end of your turn.  
    Double-Barrel
    Prerequisites: 5th level, Marksman Form   You add a second barrel to your firearm. When you use your Gunfighter Form to fire, you can use your bonus action to fire again. You have disadvantage on this second attack roll.  
    Smoke Screen
    As an action, you alter the firing mechanism of your gun to release a burst of ash and smoke. This cloud forms a 10-foot cube centered on a point of your choice within the firearm's range, spreading around corners, and the area covered by this cube is considered heavily obscured. This smoke lasts for 10 minutes and cannot be dispersed. Once you use this feature, you cannot use it again until you finish a short or long rest.  

    Major Firearm Upgrades

    Barrage
    As an action, you can fire a barrage of bullets. Each creature in a 15-foot cone originating from yourself must make a Dexterity saving throw, taking piercing damage equal to 3d10 + your Dexterity modifier on a failure and half as much on a success. Once you use this feature, you cannot use it again until you finish a short or long rest.  
    Double Up
    When you hit a creature with a successful ranged weapon attack with a firearm, you can immediately cause the bullet to hit another creature within 15 feet of the original target. The second target takes piercing damage equal to twice your Dexterity modifier (minimum of two). You can redirect a bullet in this way a number of times equal to your Intelligence modifier, and regain all expended uses after a short or long rest.  
    Lightning Round
    You equip your firearm with a volatile piece of magitech, allowing you to release a piercing bolt of electricity as an action on your turn. The lightning fires from you in a straight line that is 1 foot wide and 30 feet long. Each creature in the line must make a Dexterity saving throw, taking 4d8 lightning damage on a failure and half as much on a success. Once you use this feature, you cannot use it again until you finish a short or long rest. This damage increases to 7d8 at level 11.  
    Trial by Fire
    As a bonus action, you can charge your weapons with blazing force. Until the start of your next turn, whenever you make a successful attack, you deal extra fire damage equal to half your fighter level, rounded up. You can charge your weapons this way a number of times equal to your Intelligence modifier (minimum of once), and regain all uses after a short or long rest.
          Rune Knight

    Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant's craft and learned how to apply magic runes to empower your equipment.

    Rune Knight Maneuvers

    You learn certain maneuvers at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.


    Fighter LevelManeuver
    3rdhurl, scholar's insight
    5thcrushing strike, heroic will
    9thresilient body
     

    Bonus Proficiencies

    When you choose this archetype at 3rd level, you gain proficiency with smith’s tools, and you learn to speak, read, and write Giant.  

    Rune Carver

    Starting at 3rd 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, as shown in the Runes Known table.  

    Rune Knight Runes Table


    Fighter LevelNumber of Runes
    3rd2
    7th3
    10th4
    15th5
      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 armor, 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.   The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.   Cloud Rune. This rune emulates the deceptive magic used by some cloud giants. While you wear or carry an object with this Rune, you gain a bonus to Dexterity (Sleight of Hand) and Charisma (Deception) checks equal to your Superiority Die.   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 you wear or carry an object with this Rune, you gain a bonus to any tool proficiency checks you make equal to your Superiority Die.   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 you wear or carry an object with this Rune, you gain a bonus to Wisdom (Animal Handling) and Charisma (Intimidation) checks equal to your Superiority Die.   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.   Stone Rune. This rune's magic channels the judiciousness associated with stone giants. While you wear or carry an object with this Rune, you gain a bonus to Wisdom (Insight) checks equal to your Superiority Die, and you have 120-foot radius darkvision.   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.   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.   Storm Rune (7th Level or Higher). Using this rune, you can glimpse the future like a storm giant seer. While you wear or carry an object with this Rune, you gain a bonus to Intelligence (Arcana) checks equal to your Superiority Die, 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.  

    Giant Might

    At 3rd 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 per turn, when you hit a target with a melee or thrown weapon attack, you can deal additional damage of the weapon's type equal to your Superiority Die on hit.
    You can use this feature a number of times equal to your Constitution bonus (minimum of once), and you regain all expended uses of it when you finish a long rest.  

    Runic Shield

    At 7th level, you learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.   You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

    Great Stature

    By 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

    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 learn how 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.
          Samurai
    The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A samurai’s resolve is nearly unbreakable, and the enemies in a samurai’s path have two choices: yield or die fighting.

    Samurai Maneuvers

    You learn certain maneuvers at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.


    Fighter LevelManeuver
    3rdcommander's presence, warding strike
    5thheroic will, feinting attack
    9thheroic focus
     

    Bonus Proficiency

    When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.  

    Fighting Spirit

    Starting at 3rd level, you can use a bonus action on your turn, to give yourself advantage on all weapon attack rolls until the end of your current turn. When you use this bonus action, you also gain temporary hit points equal to your Fighter level.   Once you use this feature you must finish a short or long rest before you can use it again.  

    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 roll initiative and have no uses of Fighting Spirit remaining, you regain one use.  

    Rapid Strike

    Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.  

    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, you can use your reaction to delay dying, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you start dying as normal if you still have 0 hit points. Once you use this feature, you can’t use it again until you finish a long rest.
          Scofflaw
    A fighter who hits hard and fights dirty, the Scofflaw balks at the ideals of honor and tradition, doing what they need to survive. Rules are made to be broken, and the Scofflaw extends this logic to their fighting style. Using every trick at their disposal to gain the upper hand against their foes, the Scofflaw cows their enemy into submission, or overwhelms their defenses with a single cheap shot.   Scofflaws eventually trust their notorious reputation to do much of the work for them, gaining the ability to cause foes to quake with a single threat. Scofflaws are a diverse bunch that run the gamut from graceful yet deadly knaves to bruiser thugs. What ties them together is their belief that there's no such thing as a bad win.  

    Bonus Proficiency

    When you choose this Martial Archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Deception, Insight, Intimidation, Sleight of Hand, or Stealth. Alternatively, you may learn Thieves' Cant.  

    Intimidating Banter

    At 3rd level, you are adept at integrating insults and barbs into your fighting style. So long as you are in combat, you may choose to use Strength or Dexterity to make Charisma ability checks.  

    Brutal Brawler

    At 3rd level, your tavernside scuffles have honed your ability to deal damage with just about anything that's handy. You have proficiency with improvised weapons, and treat any improvised weapon you handle as if it has the finesse quality.   Additionally, whenever you hit with an improvised weapon, you may spend a bonus action to break it over your opponent. Doing this destroys the weapon, but deals the maximum number each of the weapon's damage dice could deal to the target. Any additional dice added to the attack's damage roll are not affected by this ability.   At 10th level, the improvised weapons you wield become even more lethal in your hands. When you spend your bonus action to break an improvised weapon over your opponent, add an additional 2d6 to the weapon's base damage dice.  

    Misdirection

    At 7th level, you are adept at using words and gestures to taunt or fake-out your opponent, turning their lack of composure against them. This allows you to goad your foe into swinging in ways that can cause them to strike their allies, or which leave them open to a counterattack. As a bonus action you can misdirect an opponent within 5 feet of you. The target must succeed on an Intelligence saving throw against your maneuver save DC. On a failure, they must spend their reaction to attack a creature of your choice within 5 feet of them. If no other creatures are present within 5 feet of them, they waste their reaction attacking the air where you once were.   In order for you to misdirect a creature in this way they must be able to see, hear, or otherwise be able to understand you.  

    Blindside

    At 10th level, you are truly skilled at exploiting the openings you create in combat, hitting off-guard opponents with precise blows that are swift and deadly. You may use this technique against any creature that hasn't yet taken a turn in combat, or who you have successfully misdirected this turn. You may also apply this technique to any attack roll you make with advantage. On a hit, you exploit an opening in the target's defenses, dealing an extra 5d6 points of damage. Once you use this ability, you can't use it again until you have taken a long rest.  

    Infamy

    At 15th level, your reputation precedes you, making it easy for you to strike fear into the hearts of anyone foolish enough to oppose you. As part of your Attack action, you can utter deadly threats to a single target within 30 feet of you, causing them to become frightened of you for 1 minute on a failed Wisdom saving throw. An affected target may repeat this saving throw at the end of each of their turns, ending the effect on a success. A creature who has witnessed or heard tales of your ruthlessness makes this saving throw with disadvantage.   In order for you to use this feature, a creature must be able to see, hear, or otherwise be able to understand you.  

    Two for Flinching

    At 18th level, you have perfected the art of exploiting your opponent's weakness. Whenever you take the Attack action against an opponent you have successfully misdirected this turn, or an opponent that is afflicted by a condition, you may make one additional attack against that opponent. You may only use this feature once per round.
          Witch Knight

    Those who walk the dark path of the Witch Knight are driven by an overwhelming desire to destroy the great evils of the world. Those especially dedicated, those willing to give up anything, are often approached by Eldritch Powers, beings of otherworldly might. These benefactors offer power in return for a fraction of the warrior's soul or unquestioning fealty.  

    Pact Magic

    The bargain you have struck with your Patron has granted you the ability to cast spells, much like a warlock does.  
    Cantrips
    You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.  
    Spell Slots
    The Spellcasting table below shows how many spell slots you have, and the level of those spell slots. All of your spell slots from this feature are the same level. To cast one of your warlock spells of 1st-level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.  
    Spells Known of 1st Level and Higher
    You know three 1st-level warlock spells of your choice, two of which you must choose from the abjuration and evocation spells on the warlock spell list.   The Spells Known column of the Spellcasting table below shows when you learn more warlock spells of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.   Whenever you gain a level in this class, you can replace one of the warlock spells you know with another spell of your choice from the warlock spell list, which must be of a level for which you have spell slots.  
    Spellcasting Ability
    Charisma is your spellcasting ability for your warlock spells. You use your Intelligence whenever a spell refers to your spellcasting ability. You use your Charisma whenever a spell refers to your spellcasting ability, when setting the saving throw DC, and when making a spell attack roll.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier   Spell attack modifier = your proficiency bonus + your Charisma modifier  

    Witch Knight Spellcasting


    Fighter LevelSpells KnownSpells SlotsSlot Level
    3rd211st
    4th221st
    5th321st'
    6th321st
    7th422nd
    8th422nd
    9th522nd
    10th522nd
    11th522nd
    12th522nd
    13th623rd
    14th623rd
    15th623rd
    16th623rd
    17th723rd
    18th723rd
    19th724th
    20th724th
     

    Sanguine Offering

    At 3rd level, once per turn, when you hit a creature with a melee weapon attack, you can expend one of your fighter hit die as part of the attack to deal an additional 2d6 necrotic damage to the target, in addition to the normal damage of your weapon.  

    Otherworldly Step

    At 7th level, you can use Eldritch power to slip through cracks in reality. When you use Second Wind, you can teleport up to 60 feet to an unoccupied space you can see. If you appear within 5 feet of a creature, you can make one weapon attack against it.  

    Eldritch Strikes

    At 10th level, the Eldritch magic within your blood seeps into your weapon strikes. 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 Sanguine Offering

    Starting at 15th level, you can restore your own vitality by inflicting pain on others. When you use Sanguine Offering, you gain temporary hit points equal to the necrotic damage dealt to the creature.   Temporary hit points from this ability last for one minute, or until you gain temporary hit points from a different source.  

    Profane Sacrifice

    At 18th level, you can offer the death of your foes to your Eldritch Power for enhanced abilities. As a reaction when a creature dies within 30 feet of you, you can regain one of your expended Pact Magic spell slots, or 1d4 of your expended Hit Dice.   Once you use this feature again you must finish a short or long rest before you can use it again.
    LevelProficiency BonusFeaturesSecond WindWeapon MasteryCombat SuperioritySuperiority DiceManeuvers Known
    1st+2Fighting Style, Second Wind, Weapon Mastery23------
    2nd+2Action Surge, Combat Superiority23d622
    3rd+2Martial Archetype23d623
    4th+2Feat34d633
    5th+3Extra Attack, Weapon Adept34d834
    6th+3Know Your Enemy34d834
    7th+3Martial Archetype Feat ure34d835
    8th+3Feat34d845
    9th+4Advanced Maneuvers, Indomitable34d846
    10th+4Martial Archetype Feature, Weapon Expert45d846
    11th+4Improved Extra Attack45d1047
    12th+4Feat45d1057
    13th+5Heroic Maneuvers45d1058
    14th+5Feat45d1058
    15th+5Martial Archetype Feature, Improved Action Surge45d1059
    16th+5Unconquerable, Feat45d1069
    17th+6Legendary Maneuvers, Superior Extra Attack45d12610
    18th+6Martial Archetype Feature45d12610
    19th+6Relentless, Feat45d12610
    20th+6Mythic Combatant45d12610

    Far Traveller

    Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever travelling more than a few miles from where they were born.   You aren't one of those folk.   You are from a distant place, one so remote that few of the common folk in the North realise that it exists, and chances are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories. You have come to this part of Faerûn for your own reasons, which you might or might not choose to share.   Although you will undoubtedly find some of this land's ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be to you new wonders that you've never laid eyes on before. By the same token, you're a person of interest, for good or ill, to those around you almost anywhere you go.

    Skill Proficiencies Insight, Perception
    Tool Proficiencies Any one musical instrument or gaming set of your choice, likely something native to your homeland
    Languages Any one of your choice
    Equipment One set of traveller's clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland that depict where you are in Faerûn, a small piece of jewellery worth 10gp in the style of your homeland's craftsmanship, and a pouch containing 5gp

    Features

    Feature: Why Are You Here?
    A far traveller might have set out on a journey for one of a number of reasons, and the departure from his or her homeland could have been voluntary or involuntary. To determine why you are so far from home, roll on the table below or choose from the options provided. The following section, discussing possible homelands, includes some suggested reasons that are appropriate for each location.   d6 Reason

    1. Emissary
    2. Exile
    3. Fugitive
    4. Pilgrim
    5. Sightseer
    6. Wanderer
      Feature: Where Are You From?
    The most important decision in creating a far traveller background is determining your homeland. The places discussed here are all sufficiently distant from the North and the Sword Coast to justify the use of this background.   Evermeet. The fabled elven islands far to the west are home to elves who have never been to Faerun. They often find it a harsher place than they expected when they do make the trip. If you are an elf, Evermeet is a logical (though not mandatory) choice for your homeland.   Most of those who emigrate from Evermeet are either exiles, forced out for committing some infraction of elven law, or emissaries who come to Faerun for a purpose that benefits elven culture or society.   Halruaa. Located on the southern edges of the Shining South, and hemmed in by mountains all around, the magocracy of Halruaa is a bizarre land to most in Faerun who know about it. Many folk have heard of the strange skyships the Halruaans sail, and a few know of the tales that even the least of their people can work magic.   Halruaans usually make their journeys into Faerun for personal reasons, since their government has a strict stance against unauthorised involvement with other nations and organisations. You might have been exiled for breaking one of Halruaa's many byzantine laws, or you could be a pilgrim who seeks the shrines of the gods of magic.   Kara-Tur. The continent of Kara-Tur, far to the east of Faerûn, is home to people whose customs are unfamiliar to the folk of the Sword Coast. If you come from Kara-Tur, the people of Faerûn likely refer to you as Shou, even if that isn't your true ethnicity, because that's the blanket term they use for everyone who shares your origin.   The folk of Kara-Tur occasionally travel to Faerûn as diplomats or to forge trade relations with prosperous merchant cartels. You might have come here as part of some such delegation, then decided to stay when the mission was over.   Mulhorand. From the terrain to the architecture to the god-kings who rule over these lands, nearly everything about Mulhorand is a lien to someone from the Sword Coast. You likely experienced the same sort of culture shock when you left your desert home and travelled to the unfamiliar climes of northern Faerûn. Recent events in your homeland have led to the abolition of slavery, and a corresponding increase in the traffic between Mulhorand and the distant parts of Faerûn.   Those who leave behind Mulhorand's sweltering deserts and ancient pyramids for a glimpse at a different life do so for many reasons. You might be in the North simply to see the strangeness this wet land has to offer, or because you have made too many enemies among the desert communities of your home.   Sossal. Few have heard of your homeland, but many have questions about it upon seeing you. Humans from Sossal seem crafted from snow, with alabaster skin and white hair, and typically dressed in white.   Sossal exists far to the northeast, hard up against the endless ice to the north and bounded on its other sides by hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly terrible or seek something incredibly important.   Zakhara. As the saying goes among those in Faerûn who know of the place, "To get to Zakhara, go south. Then go south some more." Of course, you followed an equally long route when you came north from your place of birth. Though it isn't unusual for Zakharans to visit the southern extremes of Faerûn for trading purposes, few of them stray as far from home as you have.   You might be travelling to discover what wonders are to be found outside the deserts and sword-like mountains of your homeland, or perhaps you are on a pilgrimage to understand the gods that others worship, so that you might better appreciate your own deities.   The Underdark. Though your home is physically closer to the Sword Coast than the other locations discussed here, it is far more unnatural. You hail from one of the settlements in the Underdark, each of which has its own strange customs and laws. If you are a native of one of the great subterranean cities or settlements, you are probably a member of the race that occupies the place but you might also have grown up there after being captured and brought below when you were a child.   If you are a true Underdark native, you might have come to the surface as an emissary of your people, or perhaps to escape accusations of criminal behaviour (whether warranted or not). If you aren't a native, your reason for leaving "home" probably has something to do with getting away from a bad situation.   Feature: All Eyes on You
    Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.   You can parley this attention into access to people and places you might not otherwise have, for you and your travelling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

    Gift of the Metallic Dragon

    You’ve manifested some of the power of metallic dragons, granting you the following benefits:

    • You learn the Cure Wounds spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can’t do so again until you finish a long rest. You can also cast this spell using spell slots you have. The spell’s spellcasting ability is Intelligence, Wisdom, or Charisma when you cast it with this feat (choose when you gain the feat).
    • You can manifest protective wings that can shield you or others. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to manifest spectral wings from your back for a moment. You grant a bonus to the target’s AC equal to your proficiency bonus against that attack roll, potentially causing it to miss. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

     

    Statblocks for your familiars, mounts etc.

    Phydeaoux

    5 Level (0/14000 XP for level-up) Mount Background Blink Dog Race / Species / Heritage Lawful Good Alignment
    Beast Sidekick
    Level 5
    Hit Dice: 5/5
    1d10+2 Class 1

    STR
    15
    +2
    DEX
    17
    +3
    CON
    15
    +2
    INT
    10
    +0
    WIS
    13
    +1
    CHA
    11
    +0
    44
    Hit Points
    +3
    Initiative (DEX)
    16
    Armor Class (AC)
    +3
    Prof. Bonus
    65
    Speed (walk/run/fly)
    14
    Passive Perception
    _ / 4
    Instinct
    _ / 1
    Teleport
    Spellcasting ...
    +3 Attack mod
    CHA Ability
    +0 Abi Mod
    11 Save DC
    +6 Expertise Bonus
    +3 Proficiency Bonus
    +5 Strength
    +3 Dexterity
    +5 Constitution
    +0 Intelligence
    +4 Wisdom
    +0 Charisma
    saving throws
    +3 Acrobatics DEX
    +1 Animal Handling WIS
    +0 Arcana INT
    +2 Athletics STR
    +0 Deception CHA
    +0 History INT
    +1 Insight WIS
    +0 Intimidation CHA
    +0 Investigation INT
    skills
    +1 Medicine WIS
    +0 Nature INT
    +4 Perception WIS
    +0 Performance CHA
    +0 Persuasion CHA
    +0 Religion INT
    +6 Sleight of Hand DEX
    +6 Stealth DEX
    +1 Survival WIS
    Skills
      Weapon / Attack AB Abi Dmg Dmg Type
    Bite +5 STR 2d6+2 Piercing
     Basic. Can teleport before or after using.
    Stomp +5 STR 1d12+2 Bludeoning
     Secondary. Heavy
    Attacks

    Spell Book

    Level 3 Spells 2 slots

    NAME AB CAST RNG DUR DMG CMP #
    Blink 1 Action Self 1 minute V,S
     Notes: d20 at end of each turn. on 11+ vanish into Ethereal Plane, return at the start of your next turn within 10ft of where you were b4 vanishing. Can only see 60ft into plane caster vanished from.
    Bestial Path: Beast of Cunning, Instincts: (See class feature),
    Pain Response (Lash Out) - take damage: spend 1 instinct point, reaction move up to half speed toward enemy that struck you and bite against them if in your reach.
    Beast of Cunning (lvl 3) Pack Tactics - Advantage on attack rolls against creatures within 5ft of you and an ally (that isn't incapacitated)
    Blink Steed - When this creature casts Blink, any creature riding it vanishes with this creature.
    Blink Dog Teleport - ACTION! The dog (and any rider) magically teleport up to 65ft to a visible space. At the start of the creature's turn, d6 on a 4+ this creature's teleport recharges. If a Displacer Beast or creature wearing a Displacement cloak is within 60 feet of this creature before it teleported, both creatures take 2 damage.
    Displacer Hatred - If a creature with Displacement or wearing a Displacement cloak is attacked within 60 feet, it and this creature take 2 damage.
    Major Instincts (1):
    * Lunging Attack - expend 1 Instinct when a basic attack hits and force them to make a Strength saving throw against your Instinct Save DC or be knocked prone. (DC = 8 + Proficiency + Str mod)
    Minor Instincts (2):
    * Keen Senses (Hearing and Smell) - Advantage on perception checks with listed senses
    * Size: Large - base size = Large

    Features & Traits
    Saddlebags, Blanket, (10x) Rations, Waterskin, Saddle of the Cavalier, Sentinel Shield

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Languages:

    • Blink Dog

    • Sylvan (can understand but not speak)


    Proficiencies:

    • Light Armor, Medium Armor, Heavy armor



    Languages & Proficiencies


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

    Statblocks for race/species of the character.

    Wood Elf

    ability score increase: Your Dexterity score increases by 2, and your Wisdom score increases by 1.
    age: Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
    alignment: Elves love freedom, variety, and self- expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.
    Size: Medium
    speed: Your base walking speed is 35 feet.
    Languages: You can speak, read, and write Common and Elven.
    parent race: Elf
    race features:
    Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.   Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.   Keen Senses. You have proficiency in the Perception skill.   Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.   Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

    Statblocks for companions, followers and other allies.

    Erensil Goldleaf

    13 Level (40900/140000 XP for level-up) Sage Background High Elf Race / Species / Heritage Chaotic Good Alignment
    Wizard
    Level 13
    Hit Dice: 13/13
    1d6+0 Class 1

    STR
    8
    -1
    DEX
    20
    +5
    CON
    10
    +0
    INT
    20
    +5
    WIS
    14
    +2
    CHA
    12
    +1
    124
    Hit Points
    +5
    Initiative (DEX)
    15
    Armor Class (AC)
    +5
    Prof. Bonus
    40
    Speed (walk/run/fly)
    17
    Passive Perception
    _ / 5
    Bladesong
    _ _ / 100
    Wand of Writing
    _ _ / 60
    Arrows
    Spellcasting ...
    +10 Attack mod
    INT Ability
    +5 Abi Mod
    18 Save DC
    +10 Expertise Bonus
    +5 Proficiency Bonus
    -1 Strength
    +5 Dexterity
    +0 Constitution
    +10 Intelligence
    +7 Wisdom
    +1 Charisma
    saving throws
    +10 Acrobatics DEX
    +2 Animal Handling WIS
    +10 Arcana INT
    -1 Athletics STR
    +1 Deception CHA
    +10 History INT
    +7 Insight WIS
    +1 Intimidation CHA
    +5 Investigation INT
    skills
    +2 Medicine WIS
    +5 Nature INT
    +7 Perception WIS
    +6 Performance CHA
    +1 Persuasion CHA
    +5 Religion INT
    +5 Sleight of Hand DEX
    +5 Stealth DEX
    +2 Survival WIS
    Skills
      Weapon / Attack AB Abi Dmg Dmg Type
    LongBow +10 DEX 1d8+5 piercing
     ranged (150/600ft), ammunition, heavy, two-handed
    Dancing Longsword +10 DEX 1d8+5 piercing
     Finesse, Versatile (2-handed 1d10 ), b.action (command word) sword flies 30ft, attacks creature next to it. moves 30ft per turn for bonus action. must stay with-in 30ft. returns to owner after 4th attack.
    Moon-Touched Longsword +10 DEX 1d8+5 slashing
     Finesse, Versatile (2-handed 1d10 ), 15ft of bright light, 15ft of dim light
    Handaxe -1 STR 1d6-1 Slashing
     Light, Thrown (20/60)
    Attacks

    Spell Book

    Cantrips

    NAME AB CAST RNG DUR DMG CMP #
    Green-Flame Blade 1 Action 5 ft Instantaneous 2d8 V,M
     Notes:As part of the cast, make a melee attack. On a hit, green flame leaps to a different visible creature within 5 feet of it. The second creature takes 2d8 +spell mod fire damage.
    Booming Blade 1 Action 5 ft 1 Round 2d8 V,M
     Notes:As part of the cast, make a melee attack. 3d8 thunder damage if the target willingly moves b4 your next turn.
    Mind Sliver 1 Action 60 ft 1 Round 3d6 V
     Notes:INT save. fail: damage + reduce next saving throw by 1d4 b4 the end of your next turn. success no damage or effects
    Mage Hand 1 Action 60 ft 1 minute
     Notes:telekinetic: no VS, hand is invisible. You can use your action to control the hand to: open something, use an object, pour a vial, move an object 10lbs or less
    Shocking Grasp 1 Action Touch Instantaneous 3d8 V,S
     Notes:As part of the cast, make a melee attack (advantage on the roll against metal armor). Target can't take reactions until the start of its next turn
    Prestidigitation 1 Action 10 ft 1 Hour V,S
     Notes:make: a minor sensory effect, light or snuff candle/torch/campfire, clean or soil a 1ft cube, chill/warm/flavor something, a color/small mark/ symbol on something, or a trinket/illusory image that fits in your hand.

    Level 1 Spells 4 slots

    NAME AB CAST RNG DUR DMG CMP #
    Shield 1 Reaction Self 1 round V,S
     Notes:+5 AC until the start of your next turn. take 0 damage from Magic Missile
    Mage Armor 1 Action Touch 8 hours V,S,M
     Notes:touch a willing unarmored creature. Base AC = 13 + its DEX mod. The spell ends if the target dons armor or if you dismiss the spell as an action
    Longstrider 1 Action Touch 1 hour V,S,M
     Notes:The target's speed increases by 10 feet until the spell ends. extra target per upcast level

    Level 2 Spells 3 slots

    NAME AB CAST RNG DUR DMG CMP #
    Misty Step 1 Bonus Action 30 ft Instantaneous V
     Notes:teleport
    Web 1 Action 60 ft Concentration, 1 Hour V,S,M
     Notes: webs fill a 20-foot cube. webs are difficult terrain and lightly obscure their area. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
    Mirror Image 1 Action Self 1 Minute V,S
     Notes:3 illusion duplicates appear. When attacked roll d20 to determine what's hit. 6+, 8+, then 11+ to shift target to duplicate. duplicate's AC = 10 + DEX mod.
    Tasha's Mind Whip 1 Action 90 ft 1 Round 3d6 V
     Notes:Target makes an Int saving throw. On a fail, they take 3d6 psychic damage, and can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only 1 of the 3. On a successful save, the target takes half damage

    Level 3 Spells 3 slots

    NAME AB CAST RNG DUR DMG CMP #
    Haste 1 Action 30 ft Concentration, 1 minute V,S,M
     Notes:Target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns (can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action). When the spell ends: target can’t move or take actions until after its next turn.
    Counterspell 1 Reaction 60 ft Instantaneous S
     Notes:If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an Int check. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. Upcast to interrupt spells of equal or lower level.
    Slow 1 Action 120 ft Concentration, 1 minute V,S,M
     Notes:Up to 6 creatures of your choice within a 40ft cube must succeed on a Wis save or their speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.

    Level 4 Spells 3 slots

    NAME AB CAST RNG DUR DMG CMP #
    Polymorph 1 Action 60 ft Concentration, 1 hour V,S,M
     Notes:Transform target into a beast of = or lower challenge rating or level. An unwilling creature must make a Wisdom saving throw to avoid the effect.
    Dimension Door 1 Action 500 ft Instantaneous V
     Notes:Can teleport with up to one additional creature. If you don't land in an unoccupied space, you and any creature traveling with you each take 4d6 force damage and you fail to teleport.
    Vitriolic Sphere 1 Action 150ft (20ft) Instantaneous 10D4 V,S,M
     Notes:Materials: a drop of giant slug bile. You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn. At Higher Levels: When you cast this spell using a higher level spell slot, the initial damage increases by 2d4 for each slot level.

    Level 5 Spells 2 slots

    NAME AB CAST RNG DUR DMG CMP #
    Wall of Force 1 Action 120 ft Concentration, 10 minutes V,S,M
     Notes:create 10 snaking 10x10ft panels, a 10ft radius dome, or sphere of impassable force 1/4in thick. immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly. blocks ethereal plane
    Bigby's Hand 1 Action 120 ft Concentration, 1 Minute V,S,M
     Notes:AC 20, same hp as caster object. Str 26, Dex 10. See hand table for options.

    Level 6 Spells 1 slots

    NAME AB CAST RNG DUR DMG CMP #
    Scatter 1 Action 30 ft Instantaneous V
     Notes:target up to 5 creatures (Wis save if unwilling) and teleport them to a visible space within 120ft on the ground.
    Sunbeam 1 Action 60 ft Concentration, 1 Minute 6d8 V,S,M
     Notes:60ft line. Succeed Con save or take radiant damage and be blinded (undead and ooze disadvantage). Action to make new lines. Creates 30ft of bright sunlight & 30ft of dim sunlight.

    Level 7 Spells 1 slots

    NAME AB CAST RNG DUR DMG CMP #
    1 Action Self (120ft) 1 Hour 4D12 V,S
     Notes:Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius. When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.
    Elf Weapon Training, Darkvision (60ft), Keen Senses,
    Tough - +2hp per level
    Elven Accuracy - Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
    Fey Ancestry - advantage on saving throws against being charmed, and magic can't put you to sleep.
    Keen Mind - always know North, hours 'til sunrise/sunset, can recall anything you've seen or heard in the last month
    Mobile - when you dash: difficult terrain doesn't cost you extra movement on that turn; after a melee attack: you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
    Telekinetic - B.Action shove a creature you can see within 30ft: target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + intelligence modifier) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.
    Warcaster - advantage on concentration CON saves; can do spell somatics on weapon handles; you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
    Researcher - When you attempt to learn or recall a piece of lore, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature.
    Wizard/Bladesinger (Longsword) -

    • 1. Bladesong (proficiency bonus/rest) - B.Action (lasts 1 minute or 'til incapacitated): +INT mod to AC; walking speed +10ft; advantage on Acrobatics; +INT mod to concentration saves.

    • 2. Extra Attack - can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

    • 3. Song of Defense - When you take damage during Bladesong, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.



    Features & Traits
    [Attuned] Dancing Longsword, Moon-Touched Longsword, Longbow, Enduring Spellbook, Arcane Focus (ring), Efficient Quiver, Arrows (50), Component Pouch, 1/3 Adult Blue Dragon Wing leather, 2 Hp Potions, 3 Blue Pins, Handaxe,
    Wand of Writing - When transcribing spells into a spellbook, you may spend a charge from this wand to reduce the time by 1 hour. You cannot reduce the time below the spells level. Max 100 charges.
    Mark of a Bladesinger - Bonus action:

    • When the holder activates this mark, a level 2 Shadow Blade is summoned to their hand: This magic sword lasts 1 minute. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

    • When the holder activates this mark: if they have exhausted all of their daily uses of "Blade Song," they regain a use that will last 30 seconds.



    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 1660, Platinum: 0 Money
    Common, Draconic, Elvish, Gnomish, Sylvan,
    Longsword, Longbow, Shortsword, Shortbow, Dagger, Perception, Light Armor

    Languages & Proficiencies


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

    Thordin Blastmark

    12 Level (26500/120000 XP for level-up) Architect Background Mountain Dwarf Race / Species / Heritage Lawful Good Alignment
    Artificer
    Level 12
    Hit Dice: 12/12
    1d8+4 Class 1

    STR
    18
    +4
    DEX
    10
    +0
    CON
    18
    +4
    INT
    12
    +1
    WIS
    8
    -1
    CHA
    14
    +2
    135
    Hit Points
    +0
    Initiative (DEX)
    21
    Armor Class (AC)
    +4
    Prof. Bonus
    25
    Speed (walk/run/fly)
    13
    Passive Perception
    _ / 6
    Infused Items
    _ / 4
    Repulsion Shield
    _ / 5
    Spell Gems
    Spellcasting ...
    +5 Attack mod
    INT Ability
    +1 Abi Mod
    13 Save DC
    +8 Expertise Bonus
    +4 Proficiency Bonus
    +4 Strength
    +3 Dexterity
    +8 Constitution
    +5 Intelligence
    -1 Wisdom
    +2 Charisma
    saving throws
    +0 Acrobatics DEX
    -1 Animal Handling WIS
    +1 Arcana INT
    +8 Athletics STR
    +2 Deception CHA
    +1 History INT
    -1 Insight WIS
    +2 Intimidation CHA
    +1 Investigation INT
    +9 History (Stonework) INT
    skills
    -1 Medicine WIS
    +1 Nature INT
    +3 Perception WIS
    +2 Performance CHA
    +2 Persuasion CHA
    +1 Religion INT
    +4 Sleight of Hand DEX
    +0 Stealth DEX
    -1 Survival WIS
    Skills
      Weapon / Attack AB Abi Dmg Dmg Type
    Warhammer +9 STR 1d8+1+4 bludgeoning
     2-handed 1d10 , Adamantine(damage die+1, Crit on 16+, doesn't break), Returning Weapon, thrown (range 20/60)
    Thunder Gauntlet +8 STR 1d8+4 thunder
     hits impose disadvantage on attack rolls against targets other than you until the start of your next turn
    Attacks

    Spell Book

    Cantrips

    NAME AB CAST RNG DUR DMG CMP #
    Mending 1 minute touch Instantaneous V,S,M
    Ray of Frost +5 1 Action 60 ft Instantaneous 3d8 V,S
     Notes:reduce speed by 10
    Fire Bolt +5 1 Action 120ft Instantaneous 3d10 V,S

    Level 1 Spells 4 slots

    NAME AB CAST RNG DUR DMG CMP #
    Magic Missle 1 action 120 ft Instantaneous 1d4+1 V,S
     Notes:Armor Spell always prepared.
    Shield 1 Reaction self 1 round V,S
     Notes:Armor Spell always prepared. Block Magic Missiles, +5 AC
    Cure Wounds +5 1 action Touch Instantaneous 1d8+1 V,S
    Faerie Fire 1 Action 60ft Concentration, 1 minute V
     Notes:20ft cube around target point glows. Advantage against targets in area & no invisibility

    Level 2 Spells 3 slots

    NAME AB CAST RNG DUR DMG CMP #
    Magic Missle 1 action 120 ft Instantaneous 1d4+1 + V,S
     Notes:Armor Spell always prepared.
    Mirror Image 1 Action self 1 minute V,S
     Notes:Armor Spell always prepared. when attacked roll D20. hit mirror on 6+, 8+, 11+. mirror AC=10+Dex
    Shatter +5 1 Action 60 ft Instantaneous 3d8 V,S,M
     Notes:Armor Spell always prepared. 10ft radius, Con save (inorganics have disadvantage)
    Conjure Chains +5 1 action 90 ft Concentration, 1 minute V,S,M
     Notes:target < Huge & a point within 5ft. Str check target. no reactions & can't move more than 10ft from point. Athletics check to break at disadvantage
    Cure Wounds +5 1 action Touch Instantaneous 1d8+1 + V,S
    Enhance ability 1 Action Touch Concentration, 1 hour V,S,M
     Notes:advantage on a ability check. If Con also 2d6 temp hp, if Str double carry cap, if dex no damage for falling 20ft

    Level 3 Spells 3 slots

    NAME AB CAST RNG DUR DMG CMP #
    Magic Missle 1 action 120 ft Instantaneous 1d4+1 + V,S
     Notes:Armor Spell always prepared.
    Shatter +5 1 Action 60 ft Instantaneous 3d8 + V,S,M
     Notes:Armor Spell always prepared. 10ft radius, Con save (inorganics have disadvantage)
    Hypnotic Pattern 1 Action 120 ft 1 minute, Concentration S,M
     Notes:Armor Spell always prepared. Wis save, 30ft cube incapacitated & 0 speed if failed
    Lightning Bolt 1 Action 100 ft Instantaneous 8d6 V,S,M
     Notes:Armor Spell always prepared. Dex save
    Cure Wounds +5 1 action Touch Instantaneous 1d8+1 + V,S
    Darkvision (60ft), Extra Attack, Stonecunning,
    Dwarven Resilience - poison resistance, advantage on poison saving throws
    Dwarven Combat Training - cannot be flanked if can see an ally within 15ft
    Dwarven Armor Training - no speed penalty from heavy armor, no penalty for sleeping in heavy armor
    Weapon Throwing Expert - your weapons gains thrown range 20/60. double range if weapon already has thrown
    Shield Master - B.Action shove 5ft w/ Attack Action, Reaction no damage on a successful DEX explosion save.
    Artificer (Armorer):

    • Flash of Genius - (INT mod/rest) When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

    • Spell Storing Item - (1/rest) touch an item, store a 1st or 2nd level spell in it. While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier or until you use this feature again.

    • Defensive Field - B.Action gain temp hp = to class lvl. lose these hp when you doff armor.

    • Magic Item Adept - Can attune to 4 items

    • Artificer Infusions:

    • 1. Replicate Item: Boots of Speed

    • 2. Repulsion Shield

    • 3. Returning Weapon

    • 4. __________________

    • 5. __________________

    • 6. __________________

    • 7. __________________

    • 8. __________________



    Features & Traits
    Adult Blue Dragon Horn, Broken Artillerist Cannon, Spell Gems (lvl5 x2, lvl4 x3, lvl3 x4, lvl2 x5, lvl1 x6),
    Returning Adamantine Warhammer - +1 to hit and damage, immediately returns to hand when thrown
    [Attune] Steel Repulsion Shield - REACTION: after being hit in melee, spend 1 charge: push attacker 15ft away. 4 charges (1d4/dawn)
    [Attune] Boots of Speed - BONUS ACTION: double walking speed, opportunity attacks disadvantage.
    Bracers of Spellcasting - 5 gem slots. 1 gem = 1 spell slot of equivalent level.
    Mithril Heavy Plate Power Armor

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 2000, Platinum: 0 Money
    Make a Spell-Storing Item every Long Rest (1st or 2nd lvl spell)
    Spellcasting

    1. Common, Dwarven

    2. Smith's Tools, Battleaxe, Handaxe, Light Hammer, Warhammer, Light Armor, Medium Armor, Heavy Armor, Tinker's Tools, Mason's Tools, Jewler's Tools



    Languages & Proficiencies
    Quarter Ur-Daniren. (May be able to awaken the races latent abilities.)

    Notes


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

    Niialla

    18 Level (38730/305000 XP for level-up) Background Silver Dragon Race / Species / Heritage Lawful Good Alignment
    Sorcerer
    Level 18
    Hit Dice: 18/18
    1d12+7 Class 1

    STR
    27
    +8
    DEX
    10
    +0
    CON
    25
    +7
    INT
    16
    +3
    WIS
    13
    +1
    CHA
    21
    +5
    251
    Hit Points
    +0
    Initiative (DEX)
    19
    Armor Class (AC)
    +6
    Prof. Bonus
    40/-/80
    Speed (walk/run/fly)
    17
    Passive Perception
    _ / 6
    Breath Weapons
    _ _ _ , _ _ _ , _ _ _ / 1,000/10,000/100,000
    hoard size
    _ _ / 18
    Sorcery Points
    _ / 1
    Favored by the Gods
    _ / 1
    Unearthly Recovery
    Spellcasting ...
    +11 Attack mod
    CHA Ability
    +5 Abi Mod
    19 Save DC
    +12 Expertise Bonus
    +6 Proficiency Bonus
    +8 Strength
    +6 Dexterity
    +13 Constitution
    +3 Intelligence
    +7 Wisdom
    +11 Charisma
    saving throws
    +0 Acrobatics DEX
    +1 Animal Handling WIS
    +9 Arcana INT
    +8 Athletics STR
    +5 Deception CHA
    +9 History INT
    +1 Insight WIS
    +5 Intimidation CHA
    +3 Investigation INT
    skills
    +7 Medicine WIS
    +3 Nature INT
    +13 Perception WIS
    +5 Performance CHA
    +11 Persuasion CHA
    +9 Religion INT
    +0 Sleight of Hand DEX
    +6 Stealth DEX
    +1 Survival WIS
    Skills
      Weapon / Attack AB Abi Dmg Dmg Type
    Bite +14 STR 2d10+8 Piercing
     reach 10ft, d8+3 cold damage, bit creatures make DC 16 Con Save becoming paralyzed until the start of your next turn on a failure.
    Silvered Sickle Claw +17 STR 2d6+3+8 Slashing
     reach 5ft, Silvered, Always make 2 attacks with this weapon
    Tail +14 STR 2d8+8 Bludgeoning
     reach 15ft
    Cold Breath +5 CHA 11d8+3 Cold
     60ft-cone, DC19 Con save, failed save = half speed for 1 minute. Optional: creatures of your choice in the area gain temporary HP = to half the roll instead of taking damage. Temp hp also halves speed
    Paralyzing Breath +5 CHA Paralyzed
     60ft-cone, DC19 Con save. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Optional: creatures of your choice in the area gain + d4 on their Con saves for the next minute instead.
    Attacks

    Spell Book

    Cantrips

    NAME AB CAST RNG DUR DMG CMP #
    Frostbite 1 Action 60 ft Instantaneous 4d6+3 V,S
     Notes:Cause numbing frost to form on one creature that you can see. The target must make a Con save. On a fail, the target takes 4d6+3 cold damage & it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
    Ray of Frost +11 1 Action 60 ft Instantaneous 4d8+3 V,S
     Notes:A frigid beam of blue-white light streaks toward a target. Make a ranged spell attack. It takes 4d8+3 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
    Guidance 1 Action 30 ft Concentration, 1 minute V,S
     Notes:touch a willing creature. Once b4 the spell ends, the creature adds a 1d4 to an ability check. The die can be added b4 or after rolling the check but b4 success is known.
    Spare the Dying 1 Action touch Instantaneous V,S
     Notes:You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

    Level 1 Spells 4 slots

    NAME AB CAST RNG DUR DMG CMP #
    Healing Word +11 1 Bonus Action 60 ft Instantaneous 1d4+1d4+5 V
     Notes:target heals d4 + casting modifier. No effect on undead or constructs. upcast: heal an extra 1d4 per level
    Shapechange 1 Bonus Action Self Concentration, 1 hours S
     Notes:"at will". You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can’t be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary actions or lair actions of the new form. You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number o f hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can’t use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak. When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to w ear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change shape or size to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state. During this spell’s duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
    Feather Fall 1 Reaction 60 ft 1 minute V,M
     Notes:up to 5 falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
    Ice Knife +11 1 Action 60 ft Instantaneous 2d6+3 S,M
     Notes: 1d10 piercing damage to the target. All creatures within 5ft take cold damage on failed Dex Save. upcast: deal an extra 1d6 cold per level
    Silvery Barbs 1 Reaction 60 ft Instantaneous V
     Notes:when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw: magically distract the triggering creature, it must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range. The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

    Level 2 Spells 3 slots

    NAME AB CAST RNG DUR DMG CMP #
    Gust of Wind 1 Action 60 ft 1 Minute V,S,M
     Notes:A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature that starts its turn in the line must succeed on a STR saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
    1 Action 30 ft Instantaneous 3d8+3 S,M
     Notes:Each creature in a 30-foot cone must make a CON save. On a failed save, a creature takes 3d8+3 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice. upcast: deal an extra 1d8 cold per level

    Level 3 Spells 3 slots

    NAME AB CAST RNG DUR DMG CMP #
    Mass Healing Word +11 1 Bonus Action 60 ft Instantaneous 1d4+1d4+5 V
     Notes:6 targets in range heal d4 + casting modifier. No effect on undead or constructs.; upcast: heal an extra 1d4 per level

    Level 4 Spells 3 slots

    NAME AB CAST RNG DUR DMG CMP #
    Ice Storm 1 Action 300 ft Instantaneous 2d8 V,S,M
     Notes:also deals 4d6+3 cold damage. 20-foot-radius, 40-foot-high cylinder. Dex save for half damage. Hail turns the area into difficult terrain until the end of your next turn. upcast: deal an extra 1d8 bludgeoning per level
    Freedom of Movement 1 Action Touch 1 Hour V,S,M
     Notes:For the duration, the target’s movement is unaffected by difficult terrain, and spells & other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.

    Level 5 Spells 3 slots

    NAME AB CAST RNG DUR DMG CMP #
    Mass Cure Wounds +11 1 Action 60 ft Instantaneous 3d8+1d4+5 V,S
     Notes:heal up to six creatures in a 30-ft-radius sphere from a target point in range. no effect on undead or constructs. upcast: heal an extra 1d8 per level
    Greater Restoration 1 Action Touch Instantaneous V,S,M
     Notes:consumes 100gp of diamond dust. touch a creature with positive energy for 1 of the following: reduce the target's exhaustion level by one, End an effect that charmed or petrified the target, End a curse, including the target's attunement to a cursed magic item, End a reduction to an ability score, End an effect reducing the target's hit point maximum
    Legend Lore 10 Minutes Self Instantaneous V,S,M
     Notes:Dragon Sickle. (consumes at least 250gp of incense. 4 ivory strips at least 50gp each.) Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language.

    Level 6 Spells 1 slots

    NAME AB CAST RNG DUR DMG CMP #
    Mass Cure Wounds +11 1 Action 60 ft Instantaneous 3d8+1d4+5 + V,S
     Notes:heal up to six creatures in a 30-ft-radius sphere from a target point in range. no effect on undead or constructs. upcast: heal an extra 1d8 per level
    Planar Ally 10 minutes 60 ft Instantaneous V,S
     Notes:beseech an otherworldly entity for aid. The being must be known to you, it sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name w hen you cast this spell to request that creature, though you might get a different creature anyway (DM’s choice). When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services. Payment can take a variety of forms. As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane. A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.
    Investiture of Ice 1 Action Self Concentration, 10 minutes 4d6+3 V,S
     Notes:cold immunity, fire resistance. move across ice or snow difficult terrain for 0 extra movement. ground in a 10-ft radius is difficult terrain. (radius moves with you.) Action create 15-ft cone Con save, 4d6+3 cold damage. A creature that fails its save against this effect has its speed halved until the start of your next turn.
    True Seeing 1 Action Touch 1 Hour V,S,M
     Notes:consumes 25gp ointment of mushroom powder, saffron & fat. Willing creature gains the ability to see things as they actually are. For the duration, the creature has Truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
    1 Bonus Action 60 ft Concentration, 1 Minute V,S,M
     Notes:Dragon Sickle. Create a field of silvery light that surrounds a creature of your choice within range. Bonus Action move the field to another creature within 60 ft of the field. The field sheds dim light out to 5 feet. While surrounded by the field, a creature gains half cover, acid, cold, fire, lightning & poison resistance, and Evasion.

    Level 7 Spells 1 slots

    NAME AB CAST RNG DUR DMG CMP #
    Plane Shift +11 1 Action Touch Instantaneous V,S,M
     Notes:requires a durable material from the target plane. You & up to 8 willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire and you appear in or near that destination. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle. You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
    Mass Cure Wounds +11 1 Action 60 ft Instantaneous 3d8+1d4+5 + V,S
     Notes:heal up to six creatures in a 30-ft-radius sphere from a target point in range. no effect on undead or constructs. upcast: heal an extra 1d8 per level
    Conjure Celestial 1 minute 90 ft Concentration, 1 Hour V,S
     Notes:summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. Upcast: with 9th level slot creature can be CR 5 or lower

    Level 8 Spells 1 slots

    NAME AB CAST RNG DUR DMG CMP #
    Mass Cure Wounds +11 1 Action 60 ft Instantaneous 3d8+1d4+5 + V,S
     Notes:heal up to six creatures in a 30-ft-radius sphere from a target point in range. no effect on undead or constructs. upcast: heal an extra 1d8 per level

    Level 9 Spells 1 slots

    NAME AB CAST RNG DUR DMG CMP #
    Mass Cure Wounds +11 1 Action 60 ft Instantaneous 3d8+1d4+5 + V,S
     Notes:heal up to six creatures in a 30-ft-radius sphere from a target point in range. no effect on undead or constructs. upcast: heal an extra 1d8 per level
    Cold Immunity, Blindsight 60ft, Darkvision 120ft, (Divine Soul) Sorcerer,
    Favored by the Gods (1/rest) - If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total.
    Empowered Healing (1/turn) - when you or an ally in 5ft rolls dice to heal, 1 sorcery point to reroll any number of those dice.
    Unearthly Recovery (1/rest) - bonus action! heal half max health, when below half health.
    Metamagic:
    Distant Spell (1) double range, touch = 30ft
    Extend Spell (1) double duration
    Quickened Spell (2) 1 action cast time becomes 1 bonus action
    Twinned Spell (X spell's level) target 1 extra creature with single target spell, 1 point for cantrips
    Cloudwalking - You are able to interact with clouds & fog as if they were physically dense objects, at will.
    Dragon Breath Weapon - When you take an Attack action, you may replace 1 of you weapon attacks with your draconic breath weapon. You may use this ability a number of times equal to your proficiency bonus recharging uses after a long rest.
    Cold Breath - Each creature in the area of the breath weapon must make a Constitution saving throw (DC equals 8 + your Charisma modifier + your proficiency bonus). Roll a number of D8 s equal to your Charisma modifier + your proficiency bonus. Creatures that fail their save suffer cold damage equal to your roll, or half that damage rounded down on a success.
    Paralyzing Breath - Each creature in the area of the breath weapon must make a Constitution saving throw (DC equals 8 + your Charisma modifier + your proficiency bonus). The creature is Paralyzed for a minute on a failed save. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    Font of Magic - you have X sorcery points = your sorcerer level regained at the end of a long rest. In addition to metamagic options, you can use a bonus action to convert sorcery points into spell slots of level 5 or lower. Conversion table below:
    Spell Slot Sorcery Points
           1                2
           2                3
           3                5
           4                6
           5                7

    Features & Traits
    Silvered Sickle Claw [Attuned] - while attached to a dragon's claw, this silvered +3 sickle grants the dragon an extra claw attack when they make a claw attack with their Attack Action. Increase all cold damage the holder does by +3, and all healing the holder does by d4 . You may also cast Fizban's Platinum Shield and Legend Lore once per day each.
    Silver Dragon Breath Enhancer [Attuned] - while attached to a Silver Dragon's jaw the dragon's bite and breath are improved. The Bite deals an extra d8 cold damage and creatures hit by the Bite make a DC 16 Con Save. If they fail the cold paralyzes the creature until the start of the dragon's next turn. The dragon's Cold Breath can enshroud select creatures granting them temporary hit points equal to half the damage roll that last for 1 minute. Creatures that fail their save or gain temp hit points have their Speed halved for 1 minute (or until the temp hp is expended). The dragon's Paralyzing Breath can empower select creatures granting them + d4 to their Constitution Saves for the next minute (a cerature cannot benfit from multiple instances of this effect).
    Diamond Dust(500gp), True Seeing Ointment (500gp), Planeshift metal E. plane of Air, Planeshift metal Mount Celestia,
    Belt fo Everfog - a ring of fog encircles this belt. With a bonus action, all 6 stoppers to the containters around the belt release and a thick cloud of fog pours out to a 60-foot radius from the belt heavily obscurring the area. Every round the belt remains stationary within the cloud, the cloud expands by 10 feet to a maximum radius of 120-feet. If the wearer moves, center a new cloud on them at the end of their move and the previous cloud dissipates at the start of their next turn. The cloud persists until the belt is deactivated with a command word spoken as an Action. The fog naturally disperses after 10 minutes once the belt is deactivated, a moderate wind (11-20mph) will disperse it within a minute, and a strong wind (21mph+) will clear it after a round.

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Common, Draconic, Dwarven, Sylvan, Elvish, Gnomish

    Languages & Proficiencies


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

    Tsunaku

    16 Level (154300/225000 XP for level-up) Guardian Background Dralec Race / Species / Heritage Lawful Neutral Alignment
    Fighter
    Level 16
    Hit Dice: 16/16
    1d12+7 Class 1

    STR
    27
    +8
    DEX
    15
    +2
    CON
    25
    +7
    INT
    8
    -1
    WIS
    21
    +5
    CHA
    16
    +3
    268
    Hit Points
    +2
    Initiative (DEX)
    21
    Armor Class (AC)
    +5
    Prof. Bonus
    40/-/70
    Speed (walk/run/fly)
    20
    Passive Perception
    _ / 2
    Action Surge
    _ _ / 21/42
    Days of Food
    _ _ / 100
    Dau-En Charge
    _ / 6
    Superiority Dice (D10)
    _ - _ / 7
    Unleash Incarnation/Reclaim Potential
    _ / 4
    Second Wind
    +10 Expertise Bonus
    +5 Proficiency Bonus
    +13 Strength
    +2 Dexterity
    +12 Constitution
    -1 Intelligence
    +5 Wisdom
    +3 Charisma
    saving throws
    +7 Acrobatics DEX
    +5 Animal Handling WIS
    -1 Arcana INT
    +13 Athletics STR
    +3 Deception CHA
    -1 History INT
    +10 Insight WIS
    +8 Intimidation CHA
    -1 Investigation INT
    skills
    +5 Medicine WIS
    -1 Nature INT
    +10 Perception WIS
    +3 Performance CHA
    +3 Persuasion CHA
    -1 Religion INT
    +2 Sleight of Hand DEX
    +2 Stealth DEX
    +15 Survival WIS
    Skills
      Weapon / Attack AB Abi Dmg Dmg Type
    Bite +13 STR 3d10+8 Piercing
     reach 10ft, extra 2d10 against Large or bigger creatures
    Claw & DK Longsword +13 STR 2d6+8 Slashing
     reach 5ft, (Sentient) make an extra attack that deals 4d8+8 necrotic damage. Versatile
    Claw & Sword of Sharpness +13 STR 2d6+8 Slashing
     reach 5ft, make an extra attack that deals 1d8+8 slashing damage. Nat 20: extra 14 damage + roll again, another 20 lops off a limb. Command word: 10ft bright light, 10ft dim light. Versatile
    Tail & Hammers +13 STR 2d8+8 Bludgeoning
     Once per round, reach 15ft, if the target's within 10ft make 2 extra attacks that deal 1d6+8 thunder damage each
    Fire Breath +7 CON 7d6 Fire
     15ft cone, DC20 DEX save, Breath Weapon. 1d6 x (Con mod) fire damage. DC = 8+Con Mod+Prof
    Lightning Breath +7 CON 5d10 Lightning
     30ft line, DC20 DEX save, Breath Weapon. 1d10 x (Prof) lightning damage. DC = 8+Con Mod+Prof
    Attacks
    Breath Weapons: when you take an Attack Action, you can replace 1 of the attacks with a use of a breath weapon. Each breath can only be used once per round. Each weapon has a number of uses/long rest = to your Proficiency Bonus
    Fighting Style (Dual Wielding) - if Attack Action, make a single additional attack with off-hand weapon.
    Second Wind - (4/rest) On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
    Action Surge - (2/rest) On your turn, you can take one additional action. Must be: Attack, Dash, Disengage, or Dodge.
    Improved Extra Attack - you can attack thrice, instead of once, whenever you take the Attack action on your turn.
    Indomitable - (1/rest) reroll a saving throw that you fail, add fighter level to new roll, must accept new roll.
    Know Your Enemy - Action!/Bonus Action! target in 60ft, reveals if it has >,=, or < AC, Hp, Prof, Levels, Str, Dex, or Con. Once per target.
    Unconquerable - if 0 indomitable & failed save, spend a second wind to gain both features.
    Subclass (Echo Knight):
    1. Manifest Echo - B.Action! make an echo within 15ft. AC= 14+Con mod, 1Hp. Echo can use maneuvers. B.Action! switch locations with Echo for 15ft of movement. Each attack can come from you or the Echo.
    2. Unleash Incarnation (7/rest) - make an extra attack from your Echo when using an Attack Action.
    3. Echo Avatar - Action! see and hear through the Echo. Can only last for 10 minutes/use. Can't go more than 1,000ft.
    4. Shadow Martyr (1/rest) - Reaction! teleport your Echo within 5ft of an ally you can see when attacked. Echo is the new target.
    5. Reclaim Potential (7/rest) - when Echo is destroyed, gain temp HP = Superiority Die + Con mod.

    Maneuvers: (1/Attack, saving throw or check) (DC = 8 + proficiency bonus + strength or dexterity modifier) 21 / 15
    1. Concussive Blow - hit with a melee attack, spend a Superiority Die, and force the target to make a Constitution saving throw. On a fail, the target suffers the following effects until the beginning of your next turn: Its speed is reduced to 0, It can speak only falteringly, It cannot take actions, bonus actions, or reactions, & It has disadvantage on Dexterity saving throws.
    2. Crushing Strike - hit with a melee weapon attack, spend a Superiority Die and force it to make a Constitution saving throw. On a fail, it takes extra damage equal to your Superiority Die, and its Armor Class is reduced by 1 until its defenses are repaired, or it finishes a short or long rest.
    3. Execute - In place of an attack, spend a Superiority Die to try to execute an incapacitated or prone creature within 5 feet of you. Make an attack roll with a melee weapon and add your Superiority die to the attack roll. If your attack roll exceeds the target's remaining hit points, its hit points are reduced to 0.
    4. Feat of Strength - When you make a Strength or Constitution-based ability check or saving throw, you can spend a Superiority Die and add it to the result of your roll. You can use this maneuver after you roll, but before you know whether you succeed or fail.
    5. Feinting Attack (Echo Knight Maneuver) - spend 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 this turn against that creature. If that attack hits, add the Superiority Die to the attack's damage roll. The advantage is lost if not used on the turn you gain it.
    6. Goading Attack - hit a creature with a weapon attack, spend 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 fail, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
    7. Heroic Will (Echo Knight Maneuver) - Whenever you make an Intelligence, Wisdom, or Charisma saving throw, spend a Superiority Die and add it to the result of your roll. You can use this maneuver after you roll, but before you know if you succeed or fail.
    8. Intimidating Command - As a bonus action, spend a Superiority Die and shout a one-word command at a creature that can hear you within 30 feet, and force it to make a Wisdom saving throw. On a failure, it obeys your command on its next turn, unless the command is directly harmful to itself or impossible to follow.
    9. Lunging Attack - make a melee weapon attack on your turn, spend one Superiority Die to increase your reach for that attack by 5 feet. If you hit, you add the Superiority Die to the attack's damage roll.
    10. Menacing Shout - bonus action, spend a Superiority Die and force a creature within 30 feet that can see or hear you to make a Wisdom saving throw. On a failed save, it is frightened of you for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
    The fear effect ends early for the target if the frightened creature sees you take damage of any kind.
    11. Rally - bonus action and spend one Superiority Die to bolster the resolve of one of your companions. Choose a friendly creature who can see or hear you, it gains temporary hit points equal to the Superiority Die roll + your Charisma modifier.
    12. Scholar's Insight (Echo Knight Maneuver) - spend a Superiority Die and add it to your roll for an Arcana, Nature, or Religion check. You can use this maneuver after you roll, but before you know if you succeed or fail.
    13. Trip Attack - hit a creature with a weapon attack, spend one Superiority Die. 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.
    14. Whirlwind Slash (Echo Knight Maneuver) - In place of an attack, spend a Superiority Die and force each creature within range of a melee weapon you are wielding to make a Dexterity saving throw. They take damage equal to your Superiority Die + either your Strength or Dexterity modifier (your choice) on a failure, and half as much on a successful save.

    Advanced Maneuver: (2/rest)
    1. Disorienting Blow - hit with a melee weapon attack, spend a Superiority Die, the target takes additional damage equal to twice your Superiority Die and it suffers the following effects for 1 minute: Its speed is halved, It cannot take reactions, Its Armor Class is reduced by 2, Its Dexterity saving throw bonus is reduced by 2, On its turn it can only take an action or a bonus action, It cannot make more than one attack during its turn.
    2. Heroic Focus (Echo Knight Maneuver) - bonus action, spend a Superiority Die, you must concentrate. For the next minute, or until you lose your concentration, you gain the following benefits: Your speed is doubled; You gain a +2 bonus to your Armor Class; You gain an additional action on each of your turns. It can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Search, or Use an Object action.
    When the effect ends, you cannot move or take actions until after your next turn, as a wave of lethargy sweeps over you. This maneuver's effects do not stack with Haste.

    Heroic Maneuver: (1/rest) Sundering Strike - In place of an attack, spend a Superiority Die to strike a creation of magical force, such as a prismatic wall, resilient sphere, or forcecage. Any magic creation of 3rd-level or lower is instantly destroyed. If the target was created with a spell of 4th-level or higher, make a Strength check. The DC equals 10 + the spell’s level. On a successful check, it is dispelled.

    Legendary Maneuver: (1/rest)

    Features & Traits
    Dau-En Heart of Tora, 2x Fansword of the Aneans, 2x Anean Thunder Hammer, Crown of Beast Speech, Sigil of an Echo Knight, Adult Blue Dragon Skull (Hornless), Kami Crystal, Death Knight Longsword, [Attuned] Longsword of Sharpness

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Languages: Common, Dralec
    Proficiencies: Greatswords, Warhammers, Relic Beam, Longswords, __________

    Languages & Proficiencies


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

    Soveliss (Exalted)

    18 Level (0/305000 XP for level-up) Far Traveler Background Wood Elf Race / Species / Heritage Chaotic Good Alignment
    Ranger
    Level 14
    Hit Dice: 14/14
    1d10+1 Class 1
    Fighter
    Level 4
    Hit Dice: 4/4
    1d10+1 Class 2

    STR
    12
    +1
    DEX
    20
    +5
    CON
    12
    +1
    INT
    12
    +1
    WIS
    16
    +3
    CHA
    11
    +0
    133
    Hit Points
    +5
    Initiative (DEX)
    17
    Armor Class (AC)
    +6
    Prof. Bonus
    35
    Speed (walk/run/fly)
    19
    Passive Perception
    _ / 1
    Action Surge
    _ / 2
    Second Wind
    _ / 2
    Superiority Dice (D6)
    _ / 1
    Ethereal Step
    _ / 5
    Arcane Shot
    _ _ / 20
    Terminus Charges
    Spellcasting ...
    +9 Attack mod
    WIS Ability
    +3 Abi Mod
    17 Save DC
    +12 Expertise Bonus
    +6 Proficiency Bonus
    +7 Strength
    +11 Dexterity
    +1 Constitution
    +1 Intelligence
    +3 Wisdom
    +0 Charisma
    saving throws
    +5 Acrobatics DEX
    +3 Animal Handling WIS
    +1 Arcana INT
    +7 Athletics STR
    +0 Deception CHA
    +1 History INT
    +9 Insight WIS
    +0 Intimidation CHA
    +7 Investigation INT
    skills
    +3 Medicine WIS
    +7 Nature INT
    +9 Perception WIS
    +0 Performance CHA
    +0 Persuasion CHA
    +1 Religion INT
    +5 Sleight of Hand DEX
    +11 Stealth DEX
    +9 Survival WIS
    Skills
      Weapon / Attack AB Abi Dmg Dmg Type
    Emerald Dragon's Wrath Longbow (Wakened) +16 DEX 2d8+3+5 Piercing
      2d6 psychic damage, (range 150/600ft), nat20 5ft explosion of 5 psychic damage, (1/dawn) 30ft cone 8d6 psychic damage DC16 dex save
    Staff of the Forest Warden (Sunblade) +14 DEX 1d8+5+5 Slashing
     Versatile ( 1d10+3+5 when 2-handing), radiant instead of slashing against undead & extra 1d8 damage, Finesse, 15ft bright light, 15ft dim light.
    Staff of the Forest Warden (Stormpike) +14 DEX 1d10+3+5 Piercing
     Heavy, Reach, 2-Handed, lightning damage instead against fiends & extra 1d10 damage, thrown (30/120), when thrown deal 4d6 lightning damage to every creature on the firing line.
    Staff of the Forest Warden (Thunderstaff) +14 DEX 1d6+5+5 Bludgeoning
     Versatile ( 1d8+3+5 when 2-handing), Expanding, thunder damage instead against constructs & double the total damage, creatures hit by this must make DC 17 CON saves or be stunned until the end of your next turn.
    Frost Bow of Onterrus +17 DEX 2d8+4+5 Cold
      2d8 radiant damage. range (120/400ft). Target's speed -10 if they fail CON save = spell DC, fail by 5+ target is paralyzed until the start of your next turn. If miss: target creature within 15ft heals 5Hp
    Attacks

    Spell Book

    Cantrips

    NAME AB CAST RNG DUR DMG CMP #
    Silence 1 Action 120ft (20ft) Concentration, 10 Minutes V,S
     Notes:Terminus Spell. For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
    Antimagic Field 1 Action Self (10ft) Concentration, 1 Hour V,S,M
     Notes:Terminus Spell. A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you. Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target. Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a longsword, +1 in the sphere functions as a nonmagical longsword. A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere. Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.
    Thunderwave 1 Action Self (15ft) Instantaneous 2d8 V,S
     Notes:Terminus Spell. A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
    Aura of Vitality 1 Action Self (30ft) Concentration, 1 Minute 2d6 V
     Notes:Terminus Spell. Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

    Level 1 Spells 4 slots

    NAME AB CAST RNG DUR DMG CMP #
    Cure Wounds +9 1 Action Touch Instantaneous 1d8+3 V,S

    Level 2 Spells 3 slots

    NAME AB CAST RNG DUR DMG CMP #
    Misty Step Bonus Action 30ft Instantaneous V
     Notes:Horizon Walker Spell.
    Cordon of Arrows 1 Action 5ft (30ft) 8 Hours 1d6 V,S,M
     Notes:4 ammo becomes a turret. DEX save to dodge. Ammo consumed by the spell.

    Level 3 Spells 3 slots

    NAME AB CAST RNG DUR DMG CMP #
    Haste 1 Action 30ft Concentration, 1 minute V,S,M
     Notes:Horizon Walker Spell. Target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns (can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action). When the spell ends: target can’t move or take actions until after its next turn.
    Flame Arrows 1 Action Touch Concentration, 1 Hour 1d6 V,S
     Notes:effects next 12 arrows
    Conjure Barrage 1 Action self (60ft) Instantaneous 3d8 V,S,M
    Darkvision (60ft), Detect Portal (1 mile), Extra Attack, Mask fo the Wild, Natural Explorer (Forest, Mountain, Underdark), Primeval Awareness, Land's Stride, Hide in Plain Sight, Ethereal Step, Action Surge, Vanish, Fighting Style (Archery/Dueling),
    Favored Enemy (Fiend) / Greater Favored Enemy (Fey) - +4 damage; advantage to tracking and information recall rolls; advantage on spell & ability saving throws from the greater
    Precision of the Hawk's Eye - no disadvantage on long range attacks; ranged attacks ignore 1/2 and 3/4 cover; if you make only ranged attacks with your attack action: +10 damage, -5 to hit unless you only make 1 shot, then +5 to hit and critical hits are scored with an 17+ on the die.
    Distant Strike - When you use the Attack action, you can teleport up to 10 ft before each attack to an unoccupied space you can see. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
    Planar Warrior - Bonus Action choose a creature within 30ft, your next hit on that creature is all Force damage + 2d8 bonus damage
    Second Wind (2/rest) - Bonus Action heal 1d10 + fighter level
    Arcane Shots: (1/turn) (DC = 8 + proficiency bonus + wisdom modifier)
    1. Bursting Arrow - arrow explodes on impact. all creatures within 10ft of target take 2d6 force damage.
    2. Grasping Arrow - target takes 2d6 poison damage, loses 10ft of speed, & 2d6 slashing damage when it moves. Athletics check by creature or its ally to remove. lasts 1 minute.
    Maneuvers: (1/Attack, saving throw or check) (DC = 8 + proficiency bonus + strength or dexterity modifier)
    1. Goading Attack - hit with a attack, expend Superiority Die to goad target. Add the Superiority Die to the damage roll, and the target makes a WIS saving throw. On a failed save, they have disadvantage on all attack rolls against targets other than you until the end of your next turn.
    2. Precision Attack (Arcane Archer) - add a Superiority die to a Hit roll. Can be used after rolling but b4 success or fail is known.
    3. Quick Toss - bonus action throw a throwable weapon, add superiority die to damage.
    4. Trip Attack - hit with weapon: + Superiority Die to damage, < Huge Strength save or go prone.

    Features & Traits
    Handy Haversack, Bag of Holding, Arrows (x40), Studded Leather Armor, Healer's Kit (x10), Component Pouch, Emerald Dragon's Wrath Bow Wakened,
    Horizon Vestments [Attuned]- (7 planes) this feathered mantle taps into the latent planar energy of Horizon Walkers that wear it. Each plane has an associated damage type and transformation the Vestments can draw forth, as a Bonus Action or using your Reaction when damaged you can activate a transformation (changing to a form that doesn't match the current plane of the wearer can be painful, 1d6 damage of the new form's type before the new form is assumed). All forms imbue a damage bonus of their associated type = to the number of planes the Vestments sense in the wearer, transformations may have advanced abilities unlocked if enough different planes are detected. The known transformations are as follows:
    1. Prime Material: Piercing associated. You can make an extra attack whenever you take an Attack Action, gain +1 to all saving throws, and have advantage on all skill checks in which you are proficient. (10+) Increase your walking speed by 5ft, your AC by 2, gain an additional +1 on saving throws, and gain expertise in your proficent skills.
    2. Feywild: Psychic associated. The mantle shifts irridecently, bewildering creatures within 15ft that see it (they make CHA saves against your spell DC or become charmed.) You also become magic resistant. (10+) Spell attacks against you are made at disadvantage and your spell DC increases by 3.
    3. Ethereal Plane: Force associated. Like the ghosts of the plane, you and your gear become incorporeal, moving through creatures and objects alike. You are immune to damage from anything that passes through you. Any damage you deal that is not Force is negated. (10+) Planar barriers are so thin to you in this form that you can plane shift to another plane the vestments draw power from whenever changing out of it. Whenever you move into a creature you can make a contested CHA check, posessing it if succesful. The creature takes 1d10 necrotic damage at the start of its turn and you control it while you remain inside it. At the end of it's turn it may repeat the check expelling you if it succeeds.
    4. Shadowfell: Necrotic associated. ???
    5. Fire Plane: Fire associated. Becoming wreathed in flame, you shed bright light for 30ft and dim light for 30ft past that. Gain resistance to Fire damage. Creatures within 5ft of you take X d10 fire damage where X = # of planes/2 rounded down 3d10 . (5+) You and everything you carry become as the flame. You are immune to fire damage, resist bludgeoning & piercing damage, and become vulnerable to cold damage. Whenever you deal fire damage to a creature they make a CON save against your spell DC, if they fail they catch fire taking 1d10 fire damage at the start of their turn until doused as an action or the pass the CON save at the end of their turn.
    6. Air Plane: Bludgeoning associated. Swirling gust flow from the mantle, attacks from more than 20ft away are made with disadvantage, and increase your walking speed by 15ft. (5+) You and your equipment are the wind. Gain a 90ft flying speed (hover), resist bludgeoning, slashing, piercing, and lightning damage, but become vulnerable to force damage.
    7. Water Plane: Acid associated. The mantle becomes a robe of water, gain a swim speed = to your walking speed, the ability to breath water and to walk on it. Other creatures find the terrain within 10ft of you difficult (and muddy). (5+) You and your posessions become fluid, increase your swim speed to 90ft, gain resistance to Bludgeoning, Slashing, Piercing, and Acid damage, and melee targets move 5ft away or towards you whenever hit with your attack. But you are vulnerable to Cold damage and should you take any in this form, your speed is reduced by 20 until the end of your next turn.
    8. Earth Plane: Bludgeoning associated. Granite covers your form, increase your AC to 18 and gain resistance to Bludgeoning and Slashing damage. Also acquire a 60ft Tremorsense. (5+) Flecs of adamantine are present in the granite, your AC is 23, you can no longer be critically hit, and you're immune to bludgeoning and slashing damage, but are vulnerable to Thunder damage.
    Arcane Terminus [Attuned]- this augmented Quiver of Elhonna attunes itself to a bow and is bound with many spellbook pages. When arrows are pulled from the quiver, a number of charges can be discharged imparting a cooresponding spell onto the ammunition. The attuned bow is improved with an additional +1 to hit and damage rolls as well as dealing bonus piercing damage = to the current charges of the Terminus with the Terminus' arrows. The Terminus stores up to 20 charges, regaining 2d8+4 at dawn. Spellbook pages can be added to the Terminus up 'til it holds 9 spells. Similarly spell pages can be ripped from the Terminus to remove a spell. The quiver currently knows these spells: antimagic field (8 charges), silence (2 charges), thunderwave (1 charge), aura of vitality (3 charges). Spells with durations attached to arrows last for 1 minute, save DCs = the holders spell DC, and concentration cannot be lost on spells attached to arrows.
    Staff of the Forest Warden [Attuned]- this shapechanging +3 quarterstaff is bound to an equally mercurial fey eidolon. Each has the ability to transform into 6 distinct forms, whenever 1 changes the other is forced to change into it's coressponding shape. At the start of your turn, you can change the staff to whichever form you want. At any time during the round, the Fey can change to another shape.
    1. Staff/Owl - the staff can expand from 5ft to 30ft as the holder wills (while greater than 10ft in length must be 2-handed). +5 to all WIS checks & saves within 15ft of Owl. Owl must stay within 80ft of staff.
    2. Pike/Squirrel - +5 to all INT checks & saves within 15ft of Squirrel. Squirrel must stay within 20ft of pike.
    3. Sword/Pixie - +5 to all CHA checks & saves within 15ft of Pixie. Pixie must stay within 15ft of sword.
    4. Rope/Monkey - as fine as any elven rope, the warden's rope self knots and self mends. +5 to all DEX checks & saves within 15ft of Monkey. Monkey must stay within 60ft of rope.
    5. Cage/Bear - while clearly made from bamboo and wood, creatures find the Warden's cage as hard to escape as one of adamantine (expands or contracts to fit any creature size huge to tiny). Creatures in the cage act as though they are under the forcecage spell, creatures outside the cage treat the cage as a resilient sphere spell. +5 to all CON checks & saves within 15ft of Bear. Bear must stay within 10ft of cage.
    6. Shovel/Koala - +5 to all STR checks & saves within 15ft of Koala. Koala must stay within 30ft of shovel.

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

    Statblocks for your spells.

    Level 1 Spells

    SRD

    Protection from Evil and Good

    1-level Abjuration

    Casting Time: 1 action
    Range/Area: touch
    Components: VSM
    Materials: Holy water, or powdered silver and iron, which the spell consumes, or focus
    Duration: Concentration, up to 10 minutes
    Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
    Available for: Cleric, Druid, Paladin, Warlock, Wizard

    SRD

    Goodberry

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: touch
    Components: VSM
    Materials: A sprig of mistletoe, or focus
    Duration: instantaneous
    Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
    Available for: Druid, Ranger

    Player's Handbook (Woc)

    Cure Wounds

    1-level Evocation

    Casting Time: 1 action
    Range/Area: Touch
    Components: Verbal, Somatic
    Duration: Instantaneous
    A creature you touch regains a number of hit points equal to 1d8+ your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. 
    Available for: Bard, Druid, Cleric, Paladin, Ranger

    Level 2 Spells

    SRD

    Misty Step

    2-level Conjuration

    Casting Time: 1 bonus action
    Range/Area: self
    Components: V
    Duration: instantaneous
    Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
    Available for: Sorcerer, Warlock, Wizard

    SRD

    Cordon of Arrows

    2-level Transmutation

    Casting Time: 1 action
    Range/Area: 5 feet
    Components: VSM
    Materials: Four or more arrows or bolts
    Duration: 8 hours
    You plant four pieces of nonmagical ammunition—arrows or crossbow bolts—in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains. When you cast this spell, you can designate any creatures you choose, and the spell ignores them.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the amount of Ammunition that can be affected increases by two for each slot level above 2nd.
    Available for: Ranger

    SRD

    Spike Growth

    2-level Transmutation

    Casting Time: 1 action
    Range/Area: 150 feet
    Components: VSM
    Materials: Seven sharp thorns, or seven small twigs each sharpened to a point, or focus
    Duration: Concentration, up to 10 minutes
    The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.
    The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
    Available for: Druid, Ranger

    Level 3 Spells

    SRD

    Haste

    3-level Transmutation

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: VSM
    Materials: A shaving of licorice root
    Duration: Concentration, up to 1 minute
    Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
    Available for: Artificer, Sorcerer, Wizard

    XGE

    Flame Arrows

    3-level Transmutation

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Materials: A quiver containing arrows or bolts
    Duration: Concentration, Up to 1 hour
    You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.
    Available for: Artificer, Druid, Ranger, Sorcerer, Wizard

    SRD

    Conjure Barrage

    3-level Conjuration

    Casting Time: 1 action
    Range/Area: self (60 foot area)
    Components: VSM
    Materials: One piece of ammunition or a thrown weapon
    Duration: instantaneous
    You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.
    Available for: Ranger

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