{"name":"Fighter","overview":"Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face.","hit_dice":"d10","hit_points_at_1st_level":"10+con","hit_points_at_higher_levels":"10+con","armor_proficiencies":"All armor, shields","weapon_proficiencies":"Simple weapons, martial weapons, Simple Firearms, Martial Firearms","tools":"None","saving_throws":"Strength, Constitution","skills":"Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival","starting_equipment":"","spellcasting":"there are couple of subclasses that gave you sells these ae the rules for each\r\n[h1]Eldritch Knight[\/h1]\r\n\r\n\r\n\r\nSpellcasting\r\nWhen you reach 3rd level, you augment your martial prowess with the ability to cast spells.\r\n\r\nCantrips\r\n\r\nYou learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.\r\n\r\nSpell Slots\r\n\r\nThe Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nFor 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.\r\n\r\nSpells Known of 1st Level and Higher\r\n\r\nYou know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.\r\n\r\nThe Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.\r\n\r\nThe spells you learn at 8th, 14th, and 20th level can come from any school of magic.\r\n\r\nWhenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.\r\n\r\nSpellcasting Ability\r\n\r\nIntelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.\r\n\r\nSpell save DC = 8 + your proficiency bonus + your Intelligence modifier\r\n\r\nSpell attack modifier = your proficiency bonus + your Intelligence modifier\r\n\r\n\r\n\r\n[table]\r\nLevelCantripsSpells Known1st2nd3rd4th\r\n[tr]\r\n3232\r\n[td]---[\/td]\r\n[td]---[\/td]\r\n[td]---[\/td][\/tr]\r\n[tr][td]4[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]---[\/td]\r\n[td]---[\/td]\r\n[td]---[\/td][\/tr]\r\n[tr][td]5[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]---[\/td]\r\n[td]---[\/td]\r\n[td]---[\/td][\/tr]\r\n[tr][td]6[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]---[\/td]\r\n[td]---[\/td]\r\n[td]---[\/td][\/tr]\r\n[tr][td]7[\/td]\r\n[td]2[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]---[\/td]\r\n[td]---[\/td][\/tr]\r\n[tr][td]8[\/td]\r\n[td]2[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]---[\/td]\r\n[td]---[\/td][\/tr]\r\n[tr][td]9[\/td]\r\n[td]2[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]---[\/td]\r\n[td]---[\/td][\/tr]\r\n[tr][td]10[\/td]\r\n[td]3[\/td]\r\n[td]7[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]---[\/td]\r\n[td]---[\/td][\/tr]\r\n[tr][td]11[\/td]\r\n[td]3[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]---[\/td]\r\n[td]---[\/td][\/tr]\r\n[tr][td]12[\/td]\r\n[td]3[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]---[\/td]\r\n[td]---[\/td][\/tr]\r\n[tr][td]13[\/td]\r\n[td]3[\/td]\r\n[td]9[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]---[\/td][\/tr]\r\n[tr][td]14[\/td]\r\n[td]3[\/td]\r\n[td]10[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]---[\/td][\/tr]\r\n[tr][td]15[\/td]\r\n[td]3[\/td]\r\n[td]10[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]---[\/td][\/tr]\r\n[tr][td]16[\/td]\r\n[td]3[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]---[\/td][\/tr]\r\n[tr][td]17[\/td]\r\n[td]3[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]---[\/td][\/tr]\r\n[tr][td]18[\/td]\r\n[td]3[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]--[\/td][\/tr]\r\n[tr][td]19[\/td]\r\n[td]3[\/td]\r\n[td]12[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td][\/tr]\r\n[tr][td]20[\/td]\r\n[td]3[\/td]\r\n[td]13[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td][\/tr][\/table]\r\n\r\n\r\n\r\n\r\n\r\n[h1]Blood Knight[\/h1]\r\n\r\n\r\n[b]Hemomancy[\/b]\r\nBeginning when you choose this archetype at 3rd level, you gain\r\nthe ability to cast hemomancy spells, detailed in chapter 3 of this\r\ncompanion.\r\n[i][\/i]\r\n[i]Spell Slots[\/i]. The Blood Knight table shows how many spell\r\nslots you have. The table also shows what the level of those slots\r\nis; all of your spell slots are the same level. To cast one of your\r\nspells of 1st level or higher, you must expend a spell slot. You\r\nregain all expended spell slots when you finish a long rest.\r\nDuring a short rest, you can choose to regain one of your blood\r\nknight spell slots. Once you do so, you can\u2019t do so again until you\r\nfinish a long rest.\r\n[i][\/i]\r\n[i]Spells Known of 1st Level and Higher[\/i]. You know two\r\n1st-level hemomancy spells of your choice, chosen from the\r\nhemomancy spells detailed in chapter 3.\r\nThe Spells Known column of the Blood Knight Spellcasting\r\ntable shows when you learn more hemomancy spells of 1st level\r\nor higher. For instance, when you reach 7th level in this class, you\r\ncan learn one new spell of 1st or 2nd level.\r\nWhenever you gain a level in this class, you can replace one of\r\nthe hemomancy spells you know with another hemomancy spell\r\nof your choice. The new spell must be of a level for which you\r\nhave spell slots.\r\n[i][\/i]\r\n[i]Spellcasting Ability[\/i]. Constitution is your spellcasting ability for\r\nyour blood knight spells, since your spells are powered through\r\nthe resilience of your body. You use your Constitution whenever a\r\nspell refers to your spellcasting ability. In addition, you use your\r\nConstitution modifier when setting the saving throw DC for a\r\nblood knight spell you cast and when making an attack roll with\r\none.\r\n[i][\/i]\r\n[i]Spell save DC[\/i] = 8 + your proficiency bonus + your\r\nConstitution modifier\r\n[i][\/i]\r\n[i]Spell attack modifier[\/i] = your proficiency bonus + your\r\nConstitution modifier\r\n\r\n\r\n\r\n\r\n[table][tr][th]Level[\/th]\r\n[th]Spells Known[\/th]\r\n[th]Spell Slots[\/th]\r\n[th]Slot Level[\/th][\/tr]\r\n[tr][td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td][\/tr]\r\n[tr][td]4[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td][\/tr]\r\n[tr][td]5[\/td]\r\n[td]2[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td][\/tr]\r\n[tr][td]6[\/td]\r\n[td]2[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td][\/tr]\r\n[tr][td]7[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]2[\/td][\/tr]\r\n[tr][td]8[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]2[\/td][\/tr]\r\n[tr][td]9[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]2[\/td][\/tr]\r\n[tr][td]10[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]2[\/td][\/tr]\r\n[tr][td]11[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]2[\/td][\/tr]\r\n[tr][td]12[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]2[\/td][\/tr]\r\n[tr][td]13[\/td]\r\n[td]5[\/td]\r\n[td]2[\/td]\r\n[td]3[\/td][\/tr]\r\n[tr][td]14[\/td]\r\n[td]5[\/td]\r\n[td]2[\/td]\r\n[td]3[\/td][\/tr]\r\n[tr][td]15[\/td]\r\n[td]5[\/td]\r\n[td]2[\/td]\r\n[td]3[\/td][\/tr]\r\n[tr][td]16[\/td]\r\n[td]6[\/td]\r\n[td]2[\/td]\r\n[td]3[\/td][\/tr]\r\n[tr][td]17[\/td]\r\n[td]6[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td][\/tr]\r\n[tr][td]18[\/td]\r\n[td]6[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td][\/tr]\r\n[tr][td]19[\/td]\r\n[td]7[\/td]\r\n[td]3[\/td]\r\n[td]4[\/td][\/tr]\r\n[tr][td]20[\/td]\r\n[td]7[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td][\/tr][\/table]","class_features":"[b]Fighting Style[\/b]\r\nYou 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.\r\n\r\n[i]Archery.[\/i] You gain a +2 bonus to attack rolls you make with ranged weapons.\r\n\r\n[i]Blind Fighting.[\/i] 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.\r\n\r\n[i]Defense[\/i]. While you are wearing armor, you gain a +1 bonus to AC.\r\n\r\n[i]Dueling.[\/i] 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.\r\n\r\n[i]Great Weapon Fighting[\/i]. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\r\n\r\n[i]Interception[\/i]. 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.\r\n\r\n[i]Protection[\/i]. 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.\r\n\r\n[i]Superior Technique[\/i]. You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)\r\nYou gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.\r\n\r\n[i]Thrown Weapon Fighting.[\/i] You can draw a weapon that has the thrown property as part of the attack you make with the weapon.\r\nIn addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.\r\n\r\n[i]Two-Weapon Fighting. [\/i]When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.\r\n\r\n[i]Unarmed Fighting.[\/i] 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.\r\nAt the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.\r\n\r\n\r\n\r\n[b]Second Wind[\/b]\r\nYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.\r\n\r\nOnce you use this feature, you must finish a short or long rest before you can use it again.\r\n\r\n\r\n[b]Action Surge[\/b]\r\nStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.\r\n\r\nOnce you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn\r\n\r\n\r\n\r\n[b]Martial Archetype[\/b]\r\nAt 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.\r\n\r\n\r\n\r\n\r\n[i]Extra Attack[\/i]\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.\r\n\r\n\r\n\r\n[b]Indomitable[\/b]\r\nBeginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.\r\n\r\nYou can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.","subclass_options":"[h1]Arcane Archer[\/h1]\r\n\r\nAn Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of their most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.\r\n\r\n\r\n\r\n[b]Arcane Archer Lore[\/b]\r\nAt 3rd level, you learn magical theory or some of the secrets of nature \u2013 typical for practitioners of of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the Prestidigitation or Druidcraft cantrip.\r\n\r\n\r\n\r\n[b]Arcane Shot[\/b]\r\nAt 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see \"Arcane Shot Options\" below).\r\n\r\nOnce per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn\u2019t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.\r\n\r\nYou gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.\r\n\r\n\r\n\r\n[i]Magic Arrow[\/i]\r\nAt 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.\r\n\r\n\r\n\r\n[b]Curving Shot[\/b]\r\nAt 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.\r\n\r\n\r\n\r\n[b]Ever-Ready Shot[\/b]\r\nStarting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.\r\n\r\n\r\n\r\n[h2]Arcane Shot Options[\/h2]\r\n\r\nThe Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.\r\n\r\n\r\n[b]Banishing Arrow.[\/b] You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.\r\nAfter you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.\r\n\r\n[b]Beguiling Arrow.[\/b] Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.\r\n\r\nThe psychic damage increases to 4d6 when you reach 18th level in this class.\r\n\r\n[b]Bursting Arrow.[\/b] You imbue your arrow with force energy drawn from the school of evocation. The arrow detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.\r\n\r\nThe force damage increases to 4d6 when you reach 18th level in this class.\r\n\r\n[b]Enfeebling Arrow.[\/b] You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.\r\n\r\nThe necrotic damage increases to 4d6 when you reach 18th level in this class.\r\n\r\n[b]Grasping Arrow.[\/b] When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.\r\nThe poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.\r\n\r\n[b]Piercing Arrow.[\/b] You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don\u2019t make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.\r\n\r\nThe piercing damage increases to 2d6 when you reach 18th level in this class.\r\n\r\n[b]Seeking Arrow.[\/b] Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don\u2019t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon\u2019s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target\u2019s current location. On a successful save, the target takes half as much damage, and you don\u2019t learn its location.\r\n\r\nThe force damage increases to 2d6 when you reach 18th level in this class.\r\n\r\n[b]Shadow Arrow.[\/b] You weave illusion magic into your arrow, causing it to occlude your foe\u2019s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.\r\n\r\nThe psychic damage increases to 4d6 when you reach 18th level in this class.\r\n\r\n\r\n\r\n\r\n[h1]Banneret[\/h1]\r\n\r\nA banneret is a knight who inspires greatness in others by committing brave deeds in battle. The mere presence of one in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone banneret is a skilled warrior, but a banneret leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.\r\nA banneret prefers to lead through deeds, not words. As a banneret spearheads an attack, their actions can awaken reserves of courage and conviction in allies that they never suspected they had.\r\n\r\n\r\n\r\n\r\n[b]Rallying Cry[\/b]\r\nWhen you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.\r\n\r\nWhen you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.\r\n\r\n\r\n\r\n[b]Royal Envoy[\/b]\r\nKnights of high standing are expected to conduct themselves with grace.\r\n\r\nAt 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.\r\n\r\nYour proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.\r\n\r\n\r\n\r\n[b]Inspiring Surge[\/b]\r\nStarting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.\r\n\r\nStarting at 18th level, you can choose two allies within 60 feet of you, rather than one.\r\n\r\n\r\n\r\n[b]Bulwark[\/b]\r\nBeginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.\r\n\r\n\r\n\r\n\r\n\r\n[h1]Battle Master[\/h1]\r\n\r\nThose who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.\r\n\r\n\r\n\r\n[b]Combat Superiority[\/b]\r\nWhen you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.\r\n\r\n[i]Maneuvers.[\/i] You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.\r\n\r\n[i]Superiority Dice.[\/i] You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.\r\n\r\n[i]Saving Throws.[\/i] 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:\r\n\r\nManeuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)\r\n\r\n\r\n[b]Student of War[\/b]\r\nAt 3rd level, you gain proficiency with one type of artisan's tools of your choice.\r\n\r\n\r\n[b]Know Your Enemy[\/b]\r\nStarting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:\r\n\r\nStrength score\r\nDexterity score\r\nConstitution score\r\nArmor Class\r\nCurrent hit points\r\nTotal class levels, if any\r\nFighter class levels, if any\r\n\r\n\r\n[b]Improved Combat Superiority[\/b]\r\nAt 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.\r\n\r\n\r\n[b]Relentless[\/b]\r\nStarting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.\r\n\r\n\r\n\r\n\r\n\r\n[h2]Manuvers[\/h2]\r\n\r\n\r\n\r\n[b]Ambush[\/b]\r\nWhen you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.\r\n\r\n[b]Bait and Switch[\/b]\r\nWhen you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.\r\n\r\nRoll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.\r\n\r\n[b]Brace[\/b]\r\nWhen a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.\r\n\r\n[b]Commander's Strike[\/b]\r\nWhen you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.\r\n\r\n\r\n\r\n[b]Commanding Presence[\/b]\r\nWhen you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.\r\n\r\n[b]Disarming Attack[\/b]\r\nWhen you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it'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.\r\n\r\n[b]Distracting Strike[\/b]\r\nWhen you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack'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.\r\n\r\n[b]Evasive Footwork[\/b]\r\nWhen you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.\r\n\r\n[b]Feinting Attack[\/b]\r\nYou can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.\r\n\r\n[b]Goading Attack[\/b]\r\nWhen 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.\r\n\r\n[b]Grappling Strike[\/b]\r\nImmediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.\r\n\r\n[b]Lunging Attack[\/b]\r\nWhen you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.\r\n\r\n[b]Maneuvering Attack[\/b]\r\nWhen you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack'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.\r\n\r\n[b]Menacing Attack[\/b]\r\nWhen you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.\r\n\r\n[b]Parry[\/b]\r\nWhen another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.\r\n\r\n[b]Precision Attack[\/b]\r\nWhen 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.\r\n\r\n[b]Pushing Attack[\/b]\r\nWhen you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.\r\n\r\n[b]Quick Toss[\/b]\r\nAs a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.\r\n\r\n[b]Rally[\/b]\r\nOn your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.\r\n\r\n[b]Riposte[\/b]\r\nWhen a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.\r\n\r\n[b]Sweeping Attack[\/b]\r\nWhen 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.\r\n\r\n[b]Tactical Assessment[\/b]\r\nWhen you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.\r\n\r\n[b]Trip Attack[\/b]\r\nWhen you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack'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.\r\n\r\n\r\n[h1]Cavalier[\/h1]\r\n\r\n\r\n\r\nThe archetypal cavalier excels at mounted combat. Usually born among the nobility and raised at court, a cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.\r\n\r\n\r\n\r\n[b]Bonus Proficiency[\/b]\r\nWhen you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.\r\n\r\n\r\n\r\n[b]Born to the Saddle[\/b]\r\nStarting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you\u2019re not incapacitated.\r\n\r\nFinally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.\r\n\r\n\r\n\r\n[b]Unwavering Mark[\/b]\r\nStarting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.\r\n\r\nWhile it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.\r\n\r\nIn addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level.\r\n\r\nRegardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.\r\n\r\n\r\n\r\n[b]Warding Maneuver[\/b]\r\nAt 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.\r\n\r\nYou can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.\r\n\r\n\r\n\r\n[b]Hold the Line[\/b]\r\nAt 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.\r\n\r\n\r\n\r\n[b]Ferocious Charger[\/b]\r\nStarting at 15th level, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.\r\n\r\n\r\n\r\n[b]Vigilant Defender[\/b]\r\nStarting 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.\r\n\r\n\r\n\r\n\r\n\r\n[h1]Champion[\/h1]\r\n\r\nThe archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.\r\n\r\n\r\n\r\n\r\n\r\n[b]Improved Critical[\/b]\r\nBeginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.\r\n\r\n\r\n[b]Remarkable Athlete[\/b]\r\nStarting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.\r\n\r\nIn addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.\r\n\r\n\r\n\r\n[b]Additional Fighting Style[\/b]\r\nAt 10th level, you can choose a second option from the Fighting Style class feature.\r\n\r\n\r\n\r\n[b]Superior Critical[\/b]\r\nStarting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.\r\n\r\n\r\n\r\n[b]Survivor[\/b]\r\nAt 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Echo Knight[\/h1]\r\n\r\nA mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.\r\n\r\n\r\n\r\n\r\n[b]Manifest Echo[\/b]\r\nAt 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.\r\n\r\nYour echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a 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.\r\n\r\nAs 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.\r\nWhen 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.\r\nWhen 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.\r\n\r\n\r\n\r\n[b]Unleash Incarnation[\/b]\r\nAt 3rd level, you can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.\r\n\r\nYou can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.\r\n\r\n\r\n\r\n\r\n[b]Echo Avatar[\/b]\r\nStarting 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.\r\n\r\n\r\n\r\n[b]Shadow Martyr[\/b]\r\nStarting 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.\r\n\r\nOnce you use this feature, you can't use it again until you finish a short or long rest.\r\n\r\n\r\n\r\n[b]Reclaim Potential[\/b]\r\nBy 15th level, you've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don't already have temporary hit points.\r\n\r\nYou can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.\r\n\r\n\r\n\r\n[b]Legion of One[\/b]\r\nAt 18th level, you can use a bonus action to create two echos 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.\r\n\r\nIn addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Eldritch Knight[\/h1]\r\n\r\nThe archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.\r\n\r\n\r\n[b]Spellcasting[\/b]\r\nsee section above\r\n\r\n\r\n\r\n[b]Weapon Bond[\/b]\r\nAt 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.\r\n\r\nOnce you have bonded a weapon to yourself, you can'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.\r\n\r\nYou can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.\r\n\r\n\r\n\r\n[b]War Magic[\/b]\r\nBeginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.\r\n\r\n\r\n\r\n[b]Eldritch Strike[\/b]\r\nAt 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.\r\n\r\n\r\n\r\n[b]Arcane Charge[\/b]\r\nAt 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.\r\n\r\n\r\n\r\n[b]Improved War Magic[\/b]\r\nStarting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.\r\n\r\n\r\n\r\n\r\n\r\n[h1]Psi Warrior[\/h1]\r\n\r\nAwake 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. In the world of Eberron, many young kalashtar dream of becoming Psi Warriors.\r\nAs 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\r\n\r\n\r\n\r\n[b]Psionic Power[\/b]\r\nAt 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.\r\n\r\nSome 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.\r\n\r\nWhen 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).\r\n\r\nThe powers below use your Psionic Energy dice.\r\n\r\n[i]Protective Field[\/i]. 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.\r\n\r\n[i]Psionic Strike[\/i]. 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.\r\n\r\n[i]Telekinetic Movement[\/i]. 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.\r\n\r\n\r\n\r\n\r\n[b]Telekinetic Adept[\/b]\r\nBy the 7th level, You have mastered new ways to use your telekinetic abilities, detailed below.\r\n\r\n[i]Psi-Powered Leap.[\/i] 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.\r\n\r\n[i]Telekinetic Thrust[\/i]. 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.\r\n\r\n\r\n\r\n\r\n[b]Guarded Mind[\/b]\r\nStarting at 10th level, the psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions.\r\n\r\n\r\n\r\n[b]Bulwark of Force[\/b]\r\nAt 15th level, you can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you're incapacitated.\r\n\r\nOnce 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.\r\n\r\n\r\n\r\n[b]Telekinetic Master[\/b]\r\nBy 18th level, your ability to move creatures and objects with your mind is matched by few. You can cast the Telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.\r\n\r\nOnce 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\r\n\r\n\r\n\r\n\r\n\r\n[h1]Samurai[\/h1]\r\n\r\nThe Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A samurai\u2019s resolve is nearly unbreakable, and the enemies in a samurai\u2019s path have two choices: yield or die fighting.\r\n\r\n\r\n\r\n\r\n[b]Bonus Proficiency[\/b]\r\nWhen you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.\r\n\r\n\r\n\r\n[b]Fighting Spirit[\/b]\r\nStarting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.\r\n\r\nYou can use this feature three times. You regain all expended uses of it when you finish a long rest.\r\n\r\n\r\n\r\n[b]Elegant Courtier[\/b]\r\nStarting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.\r\n\r\nYour self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).\r\n\r\n\r\n\r\n[b]Tireless Spirit[\/b]\r\nStarting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.\r\n\r\n\r\n[b]Rapid Strike[\/b]\r\nStarting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.\r\n\r\n\r\n\r\n[b]Strength Before Death[\/b]\r\nStarting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a long rest.\r\n\r\n\r\n\r\n\r\n\r\n[h1]Rune Knight[\/h1]\r\n\r\nRune 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.\r\n\r\n\r\n\r\n\r\n[b]Bonus Proficiencies[\/b]\r\nWhen you choose this archetype at 3rd level, you gain proficiency with smith\u2019s tools, and you learn to speak, read, and write Giant.\r\n\r\n\r\n\r\n[b]Rune Carver[\/b]\r\nStarting 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.\r\n[table]\r\n[tr]\r\n[th]Fighter Level[\/th]\r\n[th]Number of Runes[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]4[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10[\/td]\r\n[td]5[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15[\/td]\r\n[td]6[\/td]\r\n[\/tr]\r\n[\/table]\r\nWhenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, 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.\r\nThe 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.\r\n\r\nCloud Rune. This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.\r\nIn addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and 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.\r\n\r\nFire Rune. This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.\r\nIn 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.\r\n\r\nFrost Rune. This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.\r\nIn 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.\r\n\r\nStone Rune. This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.\r\nIn addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The 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.\r\n\r\nHill 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.\r\nIn addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.\r\n\r\nStorm Rune (7th Level or Higher). Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.\r\nIn 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.\r\n\r\n\r\n[i]Giant Might[\/i]\r\nAt 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:\r\n\r\nIf you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.\r\nYou have advantage on Strength checks and Strength saving throws.\r\nOnce on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.\r\nYou can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.\r\n\r\n\r\n\r\n[b]Runic Shield[\/b]\r\nAt 7th level, you learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.\r\n\r\nYou 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.\r\n\r\n\r\n\r\n[b]Master of Runes[\/b]\r\nAt 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.\r\n\r\n\r\n[b]Runic Juggernaut[\/b]\r\nAt 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.\r\n\r\n\r\n\r\n\r\n[h1]Gunslinger[\/h1]\r\n\r\nMost warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them. However, some minds couldn\u2019t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.\r\n\r\n\r\n\r\n\r\n[b]Firearm Proficiency[\/b]\r\nStarting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.\r\n\r\n\r\n\r\n[b]Gunsmith[\/b]\r\nUpon choosing this archetype at 3rd level, you gain proficiency with Tinker\u2019s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM\u2019s discretion). Some extremely experimental and intricate firearms are only available through crafting.\r\n\r\n\r\n\r\n[b]Firearm Properties[\/b]\r\nFirearms are a new and volatile technology, and as such bring their own unique set of Weapon Properties. Some properties are followed by a number, and this number signifies an element of that property. These properties replace the optional ones presented in the Dungeon Master\u2019s Guide. Firearms are ranged weapons.\r\n\r\n\r\n\r\n\r\n[b]Adept Marksman[\/b]\r\nWhen you choose this archetype at 3rd level, you learn to perform powerful Trick Shots to disable or damage your opponents using your firearms.\r\n\r\n[i]Trick Shots.[\/i] You learn two trick shots of your choice. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack. You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.\r\n\r\n[i]Grit.[\/i] You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM\u2019s discretion). You regain all expended grit points after a short or long rest.\r\n\r\n[i]Saving Throws[\/i]. Some of your trick shots require your targets to make a saving throw to resist the trick shot\u2019s effects. The saving throw DC is calculated as follows:\r\n\r\n[i]Trick shot save DC[\/i] = 8 + your proficiency bonus + your Dexterity modifier\r\n\r\n\r\n\r\n[b]Quickdraw[\/b]\r\nWhen you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.\r\n\r\n\r\n\r\n\r\n[b]Rapid Repair[\/b]\r\nUpon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.\r\n\r\n\r\n\r\n[b]Lightning Reload[\/b]\r\nStarting at 15th level, you can reload any firearm as a bonus action.\r\n\r\n\r\n\r\n[b]Vicious Intent[\/b]\r\nAt 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.\r\n\r\n\r\n\r\n[b]Hemorrhaging Critical[\/b]\r\nUpon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.\r\n\r\n\r\n\r\n[h2]Trickshots[\/h2]\r\n\r\n\r\n[b]Bullying Shot[\/b]\r\nYou can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.\r\n\r\n[b]Dazing Shot[\/b]\r\nWhen you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.\r\n\r\n[b]Deadeye Shot[\/b]\r\nWhen you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.\r\n\r\n[b]Disarming Shot[\/b]\r\nWhen you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.\r\n\r\n[b]Forceful Shot[\/b]\r\nWhen you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.\r\n\r\n[b]Piercing Shot[\/b]\r\nWhen you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm\u2019s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.\r\n\r\n[b]Violent Shot[\/b]\r\nWhen you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm\u2019s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.\r\n\r\n[b]Winging Shot[\/b]\r\nWhen you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.\r\n\r\n\r\n\r\n\r\n[h1]Barrier[\/h1]\r\nWarriors who draw power from the tropical waters, Barriers\r\nharness the primal magic of the reef to don a spiked armor made\r\nof living creatures. Because of their connection to the natural\r\nworld and potent martial prowess, Barriers are commonly fielded\r\nas champions and defenders among coastal cultures for their\r\nunbreakable endurance and ability to defend their companions.\r\n\r\n\r\n\r\n[b]Mantle of Coral[\/b]\r\nUpon taking this archetype at 3rd level, you can use a bonus\r\naction on your turn to create a suit of magical living armor\r\naround you, which lasts for 1 minute. You can create this armor\r\non top of any existing armor you are wearing. While you have\r\nthis armor, you gain the following benefits:\r\n\u2022 Your AC can\u2019t be less than 16.\r\n\u2022 If a creature within 5 feet of you hits you with a melee attack,\r\nthe creature takes 1d4 piercing damage. This damage\r\ncounts as magical for the purpose of overcoming\r\nresistance and immunity to nonmagical attacks and\r\ndamage. The first time a creature takes this damage\r\non a turn, its speed is reduced by 10 feet until the end\r\nof its next turn.\r\n\r\nYou can use this feature twice, and regain all expended\r\nuses of it when you finish a short or long rest.\r\n\r\n\r\n\r\n\r\n[b]Expel Toxin[\/b]\r\nAlso at 3rd level, you take on the natural healing properties\r\nof coral, and can use it to expel yourself of poisons. When\r\nyou regain hit points using your Second Wind feature while\r\nyour Mantle of Coral is active, your armor deals an\r\nadditional 1d6 poison damage until the start of your next\r\nturn, and you become cured of one disease or poison\r\naffecting you.\r\n\r\n\r\n\r\n\r\n[b]Fed by the Sun[\/b]\r\nAt 7th level you can draw upon the light of the sun to nourish\r\nand sustain yourself. If you spend 1 hour in bright sunlight, you\r\nregain hit points equal to your Constitution modifier (minimum of\r\n1 hit point), and gain enough nourishment to sustain yourself for\r\none day.\r\n\r\n\r\n\r\n\r\n[b]Bristling Defense[\/b]\r\nStarting at 10th level, when a creature within 5 feet\r\nof you that you can see hits you with a melee attack\r\nwhile your Mantle of Coral is active, you can use\r\nyour reaction to conjure bristling spines from your\r\narmor. You halve the attack\u2019s damage against you,\r\nand the attacker takes additional damage from your\r\narmor equal to your fighter level.\r\n\r\n\r\n\r\n\r\n[b]Frenzied Swarm[\/b]\r\nBeginning at 15th level, you can manifest creatures\r\nof the reef from your living armor to aid you in battle.\r\nAs an action while your Mantle of Coral is active, you\r\ncan conjure a swarm of quippers, which appears in your\r\nspace (the DM has the creature\u2019s game statistics).\r\nWhen conjured in this way, the swarm can breathe air and\r\nwater, has a flying speed equal to its swimming speed, and\r\nappears with temporary hit points equal to twice your fighter\r\nlevel. Additionally, the swarm adds your Constitution modifier to\r\nattack and damage rolls it makes, and its attacks count as magical\r\nfor the purpose of overcoming resistance and immunity to\r\nnonmagical attacks and damage. When the swarm deals damage\r\nto a creature, the creature\u2019s movement speed is reduced by 10 feet\r\nuntil the end of the creature\u2019s next turn.\r\nThe swarm obeys your verbal commands (no action required\r\nby you), and shares your initiative in combat, but takes its turn\r\nimmediately after yours. The swarm disappears when it drops to 0\r\nhit points or when your Mantle of Coral ends.\r\nOnce you use this feature, you can\u2019t use it again until you\r\nfinish a long rest.\r\n\r\n\r\n\r\n[b]Barrier Reef[\/b]\r\nAt 18th level, your Mantle of Coral increases in potency and\r\nprotective power. When you activate your Mantle of Coral, you\r\ngain temporary hit points equal to your fighter level, which last\r\nuntil your Mantle of Coral ends. Additionally, the piercing\r\ndamage from your armor increases to 2d4, and a creature that\r\ntakes this damage has its movement speed reduced to 0 feet until\r\nthe end of its next turn.\r\n\r\n\r\n\r\n\r\n[h1]Meteor Knight[\/h1]\r\nFighters who fight like falling stones, Meteor Knights are\r\nuniquely specialized in utilizing blunt weaponry to their\r\nmaximum effectiveness. Fighters of this school typically\r\nprefer maces, warhammers, and mauls, although some utilize\r\nstaves and clubs to resounding effect.\r\n\r\n\r\n\r\n[b]Heavy Hitter[\/b]\r\nStarting at 3rd level, you learn how to accelerate the impact of\r\nyour blows for maximum effect. Once per turn, whenever you\r\ndeal more than 10 damage to a creature with a melee attack\r\nusing a weapon that deals bludgeoning damage, you can force\r\nit to make a Strength saving throw or suffer one of the\r\nfollowing effects:\r\nThe creature is knocked prone.\r\nThe creature is pushed 10 feet away from you.\r\nThe creature drops one object of your choice that it is\r\nholding, which lands at its feet.\r\nThe DC for these saving throws is equal to 8 + your\r\nproficiency bonus + your Strength modifier.\r\n\r\n\r\n\r\n[b]Brace for Impact[\/b]\r\nStarting at 3rd level, you learn to brace against otherwise\r\ndevastating blows. As a reaction to taking more than 10\r\ndamage, you can hold strong against the impact and reduce\r\nthe damage by 1d10. This increases to 2d10 at 10th level,\r\n3d10 at 15th level, and 4d10 at 18th level.\r\nYou can use this feature a number of times equal to your\r\nConstitution modifier (a minimum of once). You regain all\r\nexpended uses when you finish a short or long rest.\r\n\r\n\r\n\r\n[b]Starstruck[\/b]\r\nAt 7th level, you can daze an opponent with your blows.\r\nWhenever you hit a creature with a melee attack using a\r\nweapon that deals bludgeoning damage, you can force it to\r\nmake a Constitution saving throw against your Heavy Hitter\r\nsave DC. On a failed save, it becomes stunned until the end of\r\nits next turn.\r\nYou can use this feature a number of times equal to your\r\nStrength modifier (a minimum of once). You regain all\r\nexpended uses when you finish a short or long rest.\r\n\r\n\r\n\r\n[b]Meteor Shower[\/b]\r\nAt 10th level, you shrug off blows with a shower of sparks.\r\nWhen you reduce damage from a melee weapon attack using\r\nyour Brace for Impact feature, the attacker takes fire damage\r\nequal to the damage reduced.\r\n\r\n\r\n\r\n[b]Impact[\/b]\r\nAt 15th level, you learn to channel your strikes in a destructive\r\nwave. As an action, you can slam the ground with a weapon\r\nthat does bludgeoning damage. Each creature within 10 feet\r\nof you that is not behind total cover must make a Dexterity\r\nsaving throw against your Heavy Hitter save DC. A creature\r\ntakes 4d10 bludgeoning damage and is knocked prone on a\r\nfailed save, or half as much damage and is not knocked prone\r\non a successful one.\r\nIf you use this feature immediately after falling, the damage\r\ndealt by this feature increases by 1d6 for every 10 feet\r\nyou fell.\r\n\r\n\r\n\r\n[b]Rock Body[\/b]\r\nAt 18th level, your physical form has become accustomed to\r\nthe heat and shock from your style of combat. You gain\r\nimmunity to fire damage and bludgeoning damage from\r\nnonmagical attacks.\r\n\r\n\r\n\r\n\r\n\r\n\r\n[b][h1]Devout[\/h1]\r\n[\/b]\r\nAn archetypical Devout bears a distinct resemblance to paladins\r\nand clerics, particularly in the way they present themselves.\r\nWhile they lack the divine magic offered by these classes, their\r\ndivine fervor is far from lacking. A Devout fights for their deity,\r\ncommonly acting as crusaders or, less commonly, inquisitors of\r\nthe faith. These fighters come from all walks of life, united by\r\ntheir zealotry and unbreakable faith. In their training, they\r\nbecome capable combatants, devoted friends, and learned\r\nscholars of their faith. A Devout\u2019s way of life is arduous\u2014they\r\nare always fighting for something, whether it be for their god,\r\ntheir companions, or simply for a moral cause.\r\n\r\n\r\n\r\n[b]Bonus Proficiency[\/b]\r\nAt 3rd level, you gain proficiency in the Religion skill. If you\r\nalready have this proficiency, you instead gain proficiency in\r\nanother skill of your choice.\r\n\r\n\r\n\r\n[b]Zealot\u2019s Devotion[\/b]\r\nAt 3rd level, you can devote yourself to a cause. This devotion is\r\nrepresented by your zealotry die, which starts as a d6 and\r\nincreases in size as you level. It becomes a d8 at 7th level, a d10\r\nat 10th level, and a d12 at 15th level. Starting at 18th level, you\r\nroll your zealotry die twice and take the higher of the two rolls.\r\nAs a bonus action, you can devote yourself towards either\r\ndefender of kin or slayer of foes, which are described below. Both\r\nchoices use your zealotry die as part of their effects, and your\r\nchoice lasts until you choose a different one or are incapacitated.\r\n\r\n[i]Defender of Kin[\/i]. You devote yourself towards defending your\r\nallies. While this feature lasts, you can use your bonus action to\r\nrally a creature other than you that is within 5 feet of you. You\r\nroll your zealotry die, and the targeted creature gains temporary\r\nhit points equal to the number rolled. These temporary hit points\r\nlast until the start of your next turn.\r\n\r\n[i]Slayer of Foes.[\/i] You devote yourself towards slaying your\r\nenemies. If you hit a creature with an attack while this feature\r\nlasts, you can use your bonus action to empower that attack. You\r\nroll your zealotry die, and add it to the attack\u2019s damage roll.\r\n\r\n\r\n\r\n[b]Scholar of Evil and Good[\/b]\r\nThe creatures of evil and good\u2014aberrations, celestials,\r\nelementals, fey, fiends, and undead\u2014are intricately connected\r\nwith the dealings of the gods. By 7th level, you have learned\r\nmuch about these creatures, granting you advantage on any\r\nCharisma checks you make while interacting with them, and\r\nallowing you to add your proficiency bonus to any Wisdom,\r\nCharisma, or Intelligence save imposed by one of these creatures\r\nif you don\u2019t add your proficiency to that save already.\r\n\r\n\r\n\r\n[b]Surge of Faith[\/b]\r\nStarting at 10th level, using your Action surge also allows you to\r\ntake an additional bonus action on your turn, and increases your\r\nspeed by 15 feet until the end of the turn.\r\n\r\n\r\n\r\n[b]Endless Fervor[\/b]\r\nBeginning at 15th level, your Zealot\u2019s Devotion feature is\r\nimproved. You gain a +1 bonus to your AC while defender of kin\r\nis active, and a +1 bonus to your weapon attack rolls while slayer\r\nof foes is active.\r\n\r\n\r\n\r\n[b]Deus Ex Machina[\/b]\r\nBy 18th level, the gods have noticed your ceaseless devotion, and\r\nhave taken interest in your fate. You have advantage on death\r\nsaving throws, and you roll a d6 every time you finish a long rest.\r\nA roll of 6 means that your deity visited you in your dreams and\r\ntruthfully answered one yes or no question of your choice.\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Ember Knight[\/h1]\r\nAn ember knight employs martial techniques\r\ncombined with potent fire magic. While ember\r\nknights are often mistaken for the more common\r\neldritch knights at first glance, the source of an\r\nember knight\u2019s magic comes from within, rather than\r\nfrom the study of magic. In this way they are comparable\r\nto sorcerers. While the potential to become an ember knight might\r\nbe within someone from birth, this potential typically doesn\u2019t\r\nmanifest until that person has a few battles under\r\ntheir belt. This event is generally referred to as an ember\r\nknight\u2019s \u201ckindling,\u201d where they first begin to wield their\r\nfiery powers.\r\nOnce an ember knight \u201ckindles,\u201d their skills become a\r\ndesired commodity. Their presence can inspire fear in their\r\nopponents, and awe in their onlookers, as their fiery weapons and\r\narrays of burning embers sow death and destruction. Many\r\nbecome mercenaries, or even leaders of mercenary groups, and\r\ntheir services are often highly sought after. Anyone that employs\r\nan ember knight finds them to be worth their price.\r\n\r\n\r\n\r\n[b]Flameborn[\/b]\r\nStarting at 3rd level, you can use a bonus action to imbue fire\r\nmagic into a weapon you wield. Until the weapon leaves your\r\npossession or you end this feature using another bonus action, the\r\nweapon\u2019s damage type becomes fire damage and it sheds bright\r\nlight in a 10-foot radius and dim light 10 feet beyond that.\r\nAlso, you gain darkvision out to a range of 60 feet. If you\r\nalready have darkvision, its range instead increases by 60 feet.\r\nYour darkvision is unusual: everything you see in darkness is in a\r\nshade of red.\r\n\r\n\r\n\r\n[b]Ember Magic[\/b]\r\nAlso at 3rd level, you can use a bonus action to allow fiery power\r\nto swell within you. When you activate this feature, and at the\r\nstart of each of your turns for the next minute, you roll a d8. This\r\ndie increases to a d10 at 10th level and a d12 at 18th level. You\r\nconjure a number of embers equal to the number rolled. These\r\nembers float around you until they are spent or until they vanish\r\nat the start of your next turn\r\nYou have two uses of this feature, and you regain all expended\r\nuses of it when you finish a long rest. You gain an additional use\r\nat 7th level and one more at 15th level.\r\nThe embers conjured by this feature can be spent to fuel the\r\nfollowing abilities:\r\n\r\n[i]Ember Strike[\/i]. When you hit a creature with an attack, you can\r\ncause any number of your conjured embers to fly at the attack\u2019s\r\ntarget. The target takes 1 fire damage for each ember you spend.\r\n\r\n[i]Propelling Blasts[\/i]. On your turn, you can spend any number of\r\nyour conjured embers to propel yourself with blasts of fire (no\r\naction required). You can fly up to 5 feet for every ember spent.\r\n\r\n[i]Smoke Pillars.[\/i] On your turn, you can spend any number of\r\nyour conjured embers to create pillars of smoke (no action\r\nrequired). For each ember spent, you create a cloud of thick\r\nsmoke that fills a 5-foot diameter, 10 foot high cylinder centered\r\non a point you can see within 30 feet of you. The smoke heavily\r\nobscures its area, and lasts until the start of your next turn.\r\n\r\n\r\n\r\n[b]Swift Spark[\/b]\r\nAt 7th level, the fire within you energizes your spirit. Your speed\r\nincreases by 10 feet, and you gain proficiency in Dexterity saving\r\nthrows. If you already have this proficiency, you instead gain\r\nproficiency in another saving throw of your choice.\r\n\r\n\r\n\r\n[b]Improved Ember Magic[\/b]\r\nAt 10th level, the three abilities associated with your\r\nEmber Magic feature improve as follows:\r\n\r\n[i]Ember Strike[\/i]. You can cause another creature of your choice\r\nwithin 5 feet of the target to also take 1 fire damage for every\r\nember spent.\r\n\r\n[i]Propelling Blasts[\/i]. This flight doesn\u2019t provoke opportunity\r\nattacks.\r\n\r\n[i]Smoke Pillars[\/i]. In the radius of your darkvision, you can see\r\nthrough the smoke pillars as if they were only lightly obscured.\r\n\r\n\r\n\r\n[b]Fiery Surge[\/b]\r\nStarting at 15th level, your Action Surge becomes imbued with\r\nfire magic. When you use your Action Surge, your speed\r\nincreases by 10 feet until the end of the turn. While this speed\r\nincrease lasts, your movement doesn\u2019t provoke opportunity\r\nattacks, and you can choose to leave behind a trail of fire where\r\nyou step. The trail is 5 feet wide, follows your movement, and\r\nlasts until the start of your next turn. A creature other than you\r\nthat enters the trail for the first time on a turn or ends its turn there\r\ntakes fire damage equal to your fighter level.\r\n\r\n\r\n\r\n[b]Pyromancer Adept[\/b]\r\nAt 18th level, you gain resistance to fire damage, and the\r\nminimum number of embers you can gain on a turn from your\r\nEmber Magic feature equals your Constitution modifier.\r\n\r\n\r\n\r\n\r\n\r\n[h1]Blood Knight[\/h1]\r\nThe archetypal Blood Knight employs their own flesh and\r\nblood in the slaughter of their enemies. To a Blood Knight,\r\nbattle is everything. It isn\u2019t winning or losing that drives them\r\nso much as it is the opportunity for a good fight. And when\r\nthey find that fight, they use everything they have to contest\r\ntheir opponent. They utilize blood sacrifices to cast spells and\r\ngrant themselves additional offensive and defensive capabilities,\r\nthough at a steep cost.\r\n\r\n\r\n\r\n[b]Hemomancy[\/b]\r\nsee spell casting section\r\n\r\n\r\n\r\n[b]Blood Well[\/b]\r\nAlso at 3rd level, you gain a well of blood magic that is fueled\r\nthrough special dice called blood dice.\r\n\r\n[i]Blood Dice[\/i]. You have two blood dice, which are d6s. A blood\r\ndie is expended when you use it. You regain all of your expended\r\nblood dice when you finish a short or long rest\r\nYou gain an additional blood die at 7th, 10th, and 15th levels.\r\n\r\n[i]Using Blood Dice[\/i]. Blood dice can be utilized in two ways. As\r\na bonus action, you can expend a blood die and regain a number\r\nof hit points equal to the number rolled. Also, when you hit a\r\ncreature with an attack, you can choose to expend a blood die and\r\nadd the number rolled to the attack\u2019s damage roll. If you do so,\r\nthe attack counts as magical for the purpose of overcoming\r\nresistance and immunity to nonmagical attacks and damage.\r\n\r\n\r\n\r\n[b]Deathseeker[\/b]\r\nStarting at 7th level, you gain advantage on any Wisdom\r\n(Perception) or Wisdom (Survival) check used to find a\r\nwounded creature.\r\nAdditionally, as a bonus action on your turn you can sacrifice 1\r\nhit point to learn the general direction of every creature within\r\n100 feet of you that has blood.\r\n\r\n\r\n\r\n[b]Improved Blood Well[\/b]\r\nAt 10th level, your blood dice turn into d8s.\r\n\r\n\r\n\r\n[b]Blood Rush[\/b]\r\nStarting at 15th level, whenever you cast a hemomancy spell of\r\n1st level or higher, you enter a blood rush. The blood rush lasts\r\nuntil the end of your next turn, and for the\r\nduration your speed is doubled, you have\r\nadvantage on Dexterity saving throws,\r\nand you can disengage as a bonus action.\r\n\r\n\r\n\r\n\r\n[b]Strength of the Wounded[\/b]\r\nAt 18th level, you gain increased\r\npower when wounded.\r\nWhenever you expend\r\na blood die while below\r\nhalf your hit point\r\nmaximum, you can add\r\nyour Constitution\r\nmodifier to the result.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Bodyguard[\/h1]\r\nBodyguards are highly skilled fighters that hone their skills\r\nand reflexes to recognize and react to threats swiftly, warn\r\nothers of danger, and if necessary, put themselves in harms\r\nway to protect their charges.\r\nAnyone with the unflinching devotion to protect their\r\nallies can excel as a bodyguard. In the Forgotten Realms,\r\nthe Masked Lords of Waterdeep often secure the services\r\nof bodyguards, as do many wealthy merchants traveling up\r\nand down the Sword Coast. In Eberron, the most famed\r\nand respected bodyguards in the Five Nations belong to\r\nHouse Deneith\u2019s Defenders Guild, followed closely by\r\ndistinguished members of House Medani\u2019s Warning Guild.\r\n\r\n\r\n\r\n[b]Selfless Guardian[\/b]\r\n3rd-level Bodyguard feature\r\nYou have honed your reflexes to instinctively interpose\r\nyourself between your allies and danger. Whenever an\r\nally you can see would take damage, you may move up\r\nto half your speed directly toward that ally as a reaction.\r\nThis movement does not provoke opportunity attacks. If\r\nthis movement brings you within 5 feet of your ally, you\r\nmay choose to take the damage they would be dealt in\r\ntheir stead.\r\nYou can use this feature a number of times equal to\r\nyour Wisdom modifier (minimum 1), and you regain all\r\nexpended uses of it when you finish a short or long rest.\r\n\r\n\r\n\r\n[b]Threat Assessment[\/b]\r\n3rd-level Bodyguard feature\r\nYou develop a talent for instinctively recognizing hostile\r\nintentions. You gain proficiency in the Insight skill if you do\r\nnot have it already. Whenever you make a Wisdom (Insight)\r\ncheck to determine whether a creature intends harm\r\ntoward you or an ally you can see, treat a roll of 7 or lower\r\non the d20 as an 8.\r\n\r\n\r\n\r\n[b]Vengeful Guardian[\/b]\r\n7th-level Bodyguard feature\r\nWhen you use Selfless Guardian, the next attack you make\r\nbefore the end of your next turn that hits the creature that\r\ntriggered your reaction deals an additional 1d10 damage.\r\n\r\n\r\n\r\n[b]Always Vigilant[\/b]\r\n10th-level Bodyguard feature\r\nYou can no longer be surprised and you have advantage on\r\nInitiative checks. As a reaction when you roll initiative, you\r\ncan cause one ally that can hear you and who is surprised\r\nto no longer be surprised.\r\n\r\n\r\n\r\n[b]Enduring Guardian[\/b]\r\n15th-level Bodyguard feature\r\nWhen you use your Selfless Guardian feature, you\r\nimmediately gain resistance to all damage until the end of\r\nyour next turn, including the damage you take as part of\r\nyour reaction. Additionally, when you roll initiative and have\r\nno uses of Selfless Guardian remaining, you regain one use\r\nof that feature.\r\n\r\n\r\n\r\n[b]Perfect Guardian[\/b]\r\n18th-level Bodyguard feature\r\nAfter you use your Selfless Guardian feature, until the end\r\nof your next turn, you may continue to choose to take any\r\ndamage an ally adjacent to you would be dealt, instead\r\nof that ally.\r\nAdditionally, when you choose to take damage from an\r\nattack that hits an ally, you suffer no damage if the attack\r\nroll did not exceed your Armor Class.\r\nLastly, after using your Selfless Guardian feature, all of\r\nyour attacks deal an additional 1d10 damage to creatures\r\nthat attempted to deal damage to allies adjacent to you,\r\nuntil the end of your next turn.\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Caelagarm Oath-Keeper[\/h1]\r\nThe Caelagarm champions are elite warriors who seek to\r\ndefend all non-evil fey everywhere. Although their oaths\r\nare sworn to the Frolicking Court, they are independent of\r\nthe political system and will work with fey from any Court:\r\ntheir remit is to preserve the peace of the Feywild, which\r\nmeans they are free to concentrate on defending the\r\ninnocent against monsters such as goblin hordes, trolls,\r\ngiants, and cyclopes, as well as resolving disputes between\r\nwarring parties.\r\n\r\n\r\n\r\n[b]Swift Disarmament[\/b]\r\nStarting at 3rd level, you can use a bonus action to attempt\r\nto disarm a creature within your reach by making an attack\r\nroll and comparing it with a Strength (Athletics) or\r\nDexterity (Acrobatics) check made by the target. If your\r\nattack roll is higher, the target drops up to two weapons or\r\nitems it is holding. The defender has advantage on its check\r\nif it is larger than you.\r\n\r\n\r\n\r\n[b]Royal Appointment[\/b]\r\nAlso at 3rd level, the patronage of the archfey makes you\r\nwelcome in the sacred spaces of the fey. You are\r\nconsidered to be a fey creature for the purposes of\r\nqualifying for feats, attuning to magic items and entering\r\nplaces that are barred to non-fey (your actual creature type\r\ndoes not change). You have advantage on Charisma\r\n(Persuasion) checks when dealing with fey creatures.\r\n\r\n\r\n\r\n[b]Caelagarm Presence[\/b]\r\nBy 7th level, your ability to resolve disputes has become\r\nthe stuff of legends. Whenever you make a Charisma\r\n(Deception) or Charisma (Persuasion) check, you can treat\r\nany roll of 9 or lower as a 10.\r\n\r\n\r\n\r\n[b]Fell the Mighty[\/b]\r\nAt 10th level, you have mastered techniques to combat the\r\nthreats, like the terrible sylvan colossus, that can\u2019t be\r\ndisarmed and reasoned with. You deal an additional 1d6\r\ndamage on melee weapon attacks to creatures that are\r\nLarge size or larger.\r\n\r\n\r\n\r\n[b]Diplomatic Immunity[\/b]\r\nAt 15th level, all creatures must respect your authority as a\r\nCaelagarm champion. You are permanently under the\r\ninfluence of a sanctuary spell (DC equals 8 + your\r\nproficiency bonus + your Charisma modifier.) Any creature\r\nthat you target with an attack or harmful spell can ignore\r\nthe sanctuary effect for the next 24 hours.\r\n\r\n\r\n\r\n[b]Archfey\u2019s Blessing[\/b]\r\nWhen you reach 18th level, as long as you are conscious,\r\nyou gain 5 temporary hit points at the beginning of each of\r\nyour turns.\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]The Bulwark Warrior[\/h1]\r\n\r\nThose who learn the fighting prowess of the\r\nBulwark Warrior protect their allies from certain\r\ndeath. Bulwark Warriors maintain control on their\r\nenemies to keep them focused on themselves.\r\nEndurance and strength are primary skills of these\r\nwarriors, they are prepared to take lethal strikes\r\nfor their compatriots.\r\n\r\n\r\n\r\n[b]Protective Taunt[\/b]\r\nStarting at 3rd level, once per turn whenever you make\r\na melee weapon attack against a creature, you can taunt\r\nthem into attacking you. When a creature you\u2019ve hit since\r\nthe start of your last turn attacks someone other than you,\r\nuse your reaction to force them to attack you instead. This\r\neffect ends early if they more more than 5 feet out of your\r\nreach, you become incapacitated, or you die.\r\n\r\n\r\n\r\n[b]Weather the Storm[\/b]\r\nAlso at 3rd level, you have grown accustomed to being\r\nbattered and bruised. As a bonus action, for the next\r\nminute at the end of each of your turns, you can gain\r\ntemporary hit points equal to your fighter level. Once\r\nyou use this feature, you can\u2019t use it again until you\r\nfinish a short or long rest.\r\n\r\n\r\n\r\n[b]Living Shield[\/b]\r\nWhen you reach 7th level, you can quickly protect allies\r\nfrom attacks. As an action, all creatures of your choice\r\nwithin 30 feet that can hear you must make a Wisdom\r\nsaving throw with a DC equal to 8 + your Constitution\r\nmodifier + your proficiency bonus. Each creature that\r\nfails the save has disadvantage on all attack rolls that\r\ndo not target you until the beginning of your next turn.\r\nAdditionally, you can gain a number of hit points equal\r\nto your Constitution modifier for each failed saving\r\nthrow. You can use this feature twice, regaining all spent\r\nuses at the end of a long rest. You gain an additional use\r\nof this ability at 15th level.\r\n\r\n\r\n\r\n[b]Aggressive Defence[\/b]\r\nAt 10th level, you learn to wait for the perfect moment\r\nto strike. Once per turn when you have temporary\r\nhit points and hit a creature with a melee weapon\r\nattack, you can expend up to half your fighter level\r\nin temporary hit points to deal that much additional\r\ndamage to your target.\r\n\r\n\r\n\r\n[b]Improved Second Wind[\/b]\r\nStarting at 15th level, your endurance is unrivaled in\r\nbattles. When you gain health from your Second Wind\r\nfeature, you can also gain temporary hit points equal to\r\nthe amount healed.\r\n\r\n\r\n\r\n[b]Halt the Assault[\/b]\r\nStarting at 18th level, when a creature within 5 feet of\r\nyou takes damage, you can use your reaction to use your\r\ntemporary hit points to reduce the damage taken by the\r\ntarget by the amount of temporary hit points forfeited.\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Corsair[\/h1]\r\nThe wide-open ocean, the salty breeze, and the freedom of\r\na ship\u2015these are the things a corsair values more than\r\nanything else. Though an archetypal corsair is no less\r\ntrained than their military counterparts, they prefer a more\r\nswashbuckling, charismatic approach to life, and take well\r\nto privateering, smuggling, exploring, and other self-\r\ndirected work.\r\n\r\n\r\n\r\n[b]Bonus Proficiencies[\/b]\r\nWhen you choose this archetype at 3rd level, you gain\r\nproficiency in the Sailing and Sleight of Hand skills, if you\r\ndid not already have proficiency.\r\n\r\n\r\n\r\n[b]Surprise Attack[\/b]\r\nAt 3rd level, you've learned to strike foe when they least\r\nexpect it. Once per turn, you can deal an extra 1d6 damage\r\nto one creature you hit with an attack if you have advantage\r\non the attack roll. The attack must use a finesse or a ranged\r\nweapon.\r\nYou don't need advantage on the attack roll if another\r\nenemy of the target is within 5 feet of it, that enemy isn't\r\nincapacitated, and you don't have disadvantage on the\r\nattack roll.\r\nThe amount of the extra damage increases as you gain\r\nlevels in this class. At 7th level, this damage increases to\r\n2d6, at 11th level, this damage increases to 3d6, and at 15th\r\nlevel, this damage increases to 4d6.\r\n\r\n\r\n\r\n[b]Commandeer[\/b]\r\nAt 3rd level, you can replace one of your attacks with an\r\nattempt to steal an item being carried by another creature.\r\nYou can't attempt to steal an object that is being worn as\r\nclothing or armor, nor can you steal an object that is being\r\nheld in one of the target's hands. Make a Dexterity (Sleight\r\nof Hand) check, opposed by the target's AC. On a success,\r\nyou successfully steal that object. You must have a free\r\nhand to use this ability.\r\n\r\n\r\n\r\n[b]Three Sheets[\/b]\r\nStarting at 7th level, whenever you use your Second Wind\r\nability, you can also take the Dash or Disengage action as\r\npart of the same bonus action.\r\n\r\n\r\n\r\n[b]Charmed Life[\/b]\r\nBy 10th level, you can saunter into trouble and make it out\r\nunscathed, thanks to your considerable luck. You can gain\r\nadvantage on one ability check, attack roll, or saving throw\r\nthat uses Dexterity or Charisma. Once you use this ability,\r\nyou can't use it again until you finish a short or long rest.\r\n\r\n\r\n\r\n[b]Slippery Positioning[\/b]\r\nStarting at 15th level, whenever a hostile creature that you\r\ncan see within 60 feet moves, you can move 5 feet without\r\nprovoking Opportunity Attacks. On each round, you can\r\nuse this ability a number of times equal to your Dexterity\r\nmodifier without using your reaction.\r\n\r\n\r\n\r\n\r\n[b]Untouchable Swordsman[\/b]\r\nBy 18th level, you are legendary with a cutlass. Whenever\r\nyou hit a creature with your Surprise Attack, the target has\r\ndisadvantage on attack rolls against you until the beginning\r\nof your next turn.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]EDJET[\/h1]\r\n\r\nThe peerless Edjet is the backbone of the mighty Dragon\r\nEmpire\u2019s military. These brutal warriors are trained\r\nto fight in deadly formations. Hardy and resolute, the\r\nEdjet are most commonly dragonkin, but lesser races\r\nsometimes surprise their scaled masters by aspiring to\r\ndraconic perfection.\r\n\r\n\r\n\r\n[b]EDJET FIGHTING[\/b]\r\nBeginning when you choose this archetype at 3rd level,\r\nwhen you wield a versatile weapon and a shield at the\r\nsame time, you can use the versatile damage rating of your\r\nweapon as if you wielded it in two hands.\r\n\r\n\r\n\r\n[b]WEAPON SWEEP[\/b]\r\nStarting at 7th level, while you're wielding a shield and a\r\nversatile weapon, you can use the Attack action to make\r\na wide, sweeping attack. Make a Shove attempt against a\r\ncreature within reach. If you knock the creature prone or\r\npush it away, you can immediately make another Shove\r\nagainst a different creature within reach. You can Shove up\r\nto three creatures in this manner. After using this ability\r\ntwice, you must complete a short or long rest before using\r\nit again.\r\n\r\n\r\n\r\n[b]DRACONIC RECOVERY[\/b]\r\nAt 10th level, when you finish a\r\nshort rest, you can choose to tap\r\ninto a reserve of draconic vitality.\r\nFor each hit die you spend at the\r\nend of this rest, add double your\r\nConstitution modifier to the number\r\nof hit points regained. Also, remove\r\none level of exhaustion for each hit die\r\nyou spent. You can\u2019t use this ability again until\r\nyou finish a long rest.\r\n\r\n\r\n\r\n[b]DRACONIC BULWARK[\/b]\r\nStarting at 15th level, when a creature you can see hits\r\nyou with an attack while you are wielding a shield, you\r\ncan use your reaction to add your proficiency bonus to\r\nyour AC against that attack. Additionally, when an ally\r\nwithin 5 feet of you is affected by an effect that allows a\r\nDexterity saving throw for half damage, you can use your\r\nreaction to grant the ally advantage on the saving throw.\r\n\r\n\r\n\r\n[b]DRACONIC FURY[\/b]\r\nAt 18th level, when you successfully Shove a creature with\r\nyour Weapon Sweep, you also deal damage as if you hit the\r\ncreature with your weapon.\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]GHOST KNIGHT[\/h1]\r\n\r\nThe Order of Knights Incorporeal, or Ghost Knights,\r\narose in the principalities of Morgau and Doresh. Fighters\r\nwho follow the Ghost Knight archetype draw power from\r\nundeath and bring themselves closer to that grim fate in\r\nservice to their vampiric and ghoulish masters.\r\n\r\n\r\n\r\n[b]BONUS PROFICIENCY[\/b]\r\nBeginning when you choose this archetype at 3rd level, you\r\ngain proficiency in the Animal Handling skill.\r\n\r\n\r\n\r\n[b]PALE RIDER[\/b]\r\nAlso at 3rd level, you can cast find steed. The steed created\r\nis an undead creature that takes the form of a ghostly pale\r\nor dappled riding horse. Your GM can substitute a camel,\r\na mastiff, or another mount appropriate to your character.\r\nWhen you reach 7th level, a ghostly, undead warhorse\r\nbecomes available.\r\nYou can cast this spell once, and regain the ability to do so\r\nwhen you finish a long rest. While riding your mount, you\r\ncan use a bonus action to have the steed make one attack.\r\n\r\n\r\n\r\n[b]FRIGHTFUL CHARGE[\/b]\r\nStarting at 7th level, when you move at\r\nleast 20 feet and attack a creature, it must succeed\r\non a Wisdom saving throw (DC = 8 + your proficiency\r\nbonus + your Charisma modifier) or become frightened of\r\nyou until the start of your next turn.\r\n\r\n\r\n\r\n[b]TAINT OF UNDEATH[\/b]\r\nAt 10th level, the foul nature of the undead begins\r\novertaking you. You no longer need to eat or drink, and\r\nyou are immune to being frightened. You take on a pale\r\nor waxy appearance that the living find disturbing. You\r\nhave advantage on Charisma (Intimidation) checks made\r\nagainst living creatures.\r\n\r\n\r\n\r\n[b]GRAVESTRIKE[\/b]\r\nStarting at 15th level, your weapon attacks deal an\r\nadditional 1d8 necrotic damage, and you have resistance to\r\nnecrotic damage.\r\n\r\n\r\n\r\n[b]GHOST RIDER[\/b]\r\nAt 18th level, as a bonus action, you and your mount\r\nbecome ghostly and insubstantial for 1 minute. You gain\r\nresistance to bludgeoning, slashing, and piercing damage\r\nfrom nonmagical attacks, and you can move through\r\ncreatures and objects as if they were difficult terrain, but\r\nyou take 5 (1d10) force damage and are pushed to the\r\nnearest open space if you end your turn inside an object.\r\n\r\n\r\n\r\n[h1]SWORD-DANCER[\/h1]\r\n\r\nSword-dancers blur the line between warrior and courtier.\r\nThe first sword-dancers hailed from the sultan\u2019s court in\r\nthe city of Siwal in the Southlands. Sword-dancers are\r\ngraceful and charming, with wits as sharp as their flashing\r\nblades. Fighters who follow the sword-dancer archetype\r\noften attach themselves to powerful lords as bodyguards,\r\nspies, and diplomats.\r\n\r\n\r\n\r\n[b]BONUS PROFICIENCY[\/b]\r\nBeginning when you choose this archetype at 3rd\r\nlevel, you gain proficiency in the Performance and\r\nPersuasion skills.\r\n\r\n\r\n\r\n[b]LIGHT ON YOUR FEET[\/b]\r\nAlso at 3rd level, while wearing light or no armor, you\r\ncan add your Charisma modifier (minimum of 1) to\r\nyour armor class, and you ignore difficult terrain.\r\n\r\n\r\n\r\n[b]DUST ON THE WIND[\/b]\r\nStarting at 7th level, when you make a melee attack\r\nagainst a creature, you don\u2019t provoke opportunity attacks\r\nfrom that creature until the start of your next turn.\r\n\r\n\r\n\r\n[b]DEADLY ARTISTRY[\/b]\r\nAt 10th level, after you move at least 10 feet, your melee\r\nattacks deal an additional 1d8 damage until the start of\r\nyour next turn.\r\n\r\n\r\n\r\n[b]HOWLING EDGE OF THE RAZOR[\/b]\r\nStarting at 15th level, as a reaction when you take damage\r\nfrom a creature within 5 feet of you, you can make one\r\nmelee weapon attack against that creature.\r\n\r\n\r\n\r\n\r\n[b]TEETH OF KHAMSIN[\/b]\r\nAt 18th level, when you take the Attack action, you\r\ncan use the Dash action as a bonus action. When\r\nyou Dash in this way, attack rolls made against you\r\nhave disadvantage until the start of your next turn.\r\nYou can use this feature twice, and you regain all\r\nexpended uses when you finish a short or long rest.\r\n\r\n\r\n\r\n\r\n\r\n[h1]Scofflaw[\/h1]\r\nA ghter who hits hard and ghts dirty, the Scoffaw balks\r\nat the ideals of honour and tradition, doing what they need to survive. Rules are made to be broken, and the Sco aw extends this logic to their ghting style. Using every trick at their disposal to gain the upper hand against their foes, the Sco - law cows their enemy into submission, or overwhelms their defenses with a single cheap shot.\r\n\r\n\r\n\r\n\r\n[b]bonus proficiency[\/b]\r\nWhen you choose this Martial Archetype at 3rd level, you gain pro ciency in one of the following skills of your choice: Deception, Insight, Intimidation, Sleight of Hand, or Stealth. Alternatively, you may learn ieves\u2019 Cant.\r\n\r\n\r\n\r\n[b]intimidAting bAnter[\/b]\r\nAt 3rd level, you are adept at integrating insults and barbs into your ghting style. So long as you are in combat, you may choose to use Strength or Dexterity to make Charisma ability checks.\r\n\r\n\r\n\r\n[b]brutAl brAWler[\/b]\r\nAt 3rd level, your tavernside scu es have honed your ability to deal damage with just about anything that\u2019s handy. You have pro ciency with improvised weapons, and treat any improvised weapon you handle as if it has the nesse quality.\r\nAdditionally, 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 maxi- mum number each of the weapon\u2019s damage dice could deal to the target. Any additional dice added to the attack\u2019s damage roll are not a ected by this ability.\r\nAt 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\u2019s base damage dice.\r\nAt 18th level, you roll all attacks made with improvised weapons with advantage.\r\n\r\n\r\n\r\n[b]Misdirection[\/b]\r\nAt 7th level, you are adept at using words and gestures to taunt or fake- out your opponent, turning their lack of composure against them. is 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. e target must succeed on an Intelligence saving throw against a DC equal to 8 + your pro ciency bonus + your Strength or Dexterity modi er. On a\r\nfailure, they must spend their reaction to attack a creature of your choosing 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.\r\nIn order for you to misdirect a creature in this way they must be able to see, hear, or otherwise be able to under- stand you.\r\n\r\n\r\n\r\n[b]blindSide[\/b]\r\nAt 10th level, you are truly skilled at exploiting the openings you create in combat, hitting o -guard opponents with precise blows that are swift and deadly. You may use this technique against any creature that hasn\u2019t yet taken a turn in combat, or who you have successfully misdirected this turn. You may also apply this technique to any attack roll for which you have advantage. On a hit, you exploit an opening in the target\u2019s defenses. You can choose to have your attack deal an extra 5d6 points of damage. Once you use this ability, you can\u2019t use it again until you have taken a short or long rest.\r\nAt 15th level, the damage dealt by your blindside increases to 7d6.\r\nAt 18th level the damage dealt by your blindside increases to 9d6. If you have no uses of this ability at the beginning of combat on your turn, you regain one use of it.\r\n\r\n\r\n\r\n[b]infAmy[\/b]\r\nAt 15th level, your reputation precedes you,\r\nmaking it easy for you to strike fear into the hearts\r\nof anyone foolish enough to oppose you.\r\nAs part of your attack action, you can utter\r\ndeadly threats to a single target within\r\n30 feet of you, causing them to\r\nbecome frightened of you for 1\r\nminute on a failed Wisdom saving throw. An a ected target may repeat this saving throw at the end of each of their turns, ending the e ect on\r\na success. e DC for this saving throw is 8 + your pro ciency bonus\r\n+ your Strength or Dexterity modi er. A creature who has witnessed or heard tales of your ruthlessness rolls their saving throw with disadvantage.\r\nIn order for you to use this feature, a creature must be able to see, hear, or otherwise be able to understand you.\r\n\r\n\r\n\r\n[b]tWo for flincHing[\/b]\r\nAt 18th level, you have perfected the art of exploiting your opponent\u2019s weakness. Whenever you take the attack action against an opponent you have successfully misdirected this turn, or an opponent that is a icted by a condition, you may make one additional attack against that opponent. You may only use this feature once per round.","table_data":"Level|Prof Bonus|Features\r\n1|+2|Fighting Style, Second Wind\r\n2|+2|Action Surge(1)\r\n3|+2|Martial Archetype\r\n4|+2|Ability Score Improvement\r\n5|+3|Extra Attack(1)\r\n6|+3|Ability Score Improvement\r\n7|+3|Archetype Feature\r\n8|+3|Ability Score Improvement\r\n9|+4|Indomitable(x1)\r\n10|+4|Archetype Feature\r\n11|+4|Extra Attack (x2)\r\n12|+4|Ability Score Improvement\r\n13|+5|Indomitable (x2)\r\n14|+5|Ability Score Improvement\r\n15|+5|Archetype Feature\r\n16|+5|Ability Score Improvement\r\n17|+6|Action Surge(2), Indomitable (x3)\r\n18|+6|Archetype Feature\r\n19|+6|Ability Score Improvement\r\n20|+6|Extra Attack (x3)","source":"","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"880808","world":"aea0a961-6183-4cbe-aec0-8b8977315376","folder":"11217"}