| +12 | Expertise Bonus | |
| +6 | Proficiency Bonus |
| +6 | Strength | |
| +3 | Dexterity | |
| +11 | Constitution | |
| +1 | Intelligence | |
| +1 | Wisdom | |
| +0 | Charisma |
| +15 | Acrobatics | DEX | |
| +7 | Animal Handling | WIS | |
| +7 | Arcana | INT | |
| +12 | Athletics | STR | |
| +6 | Deception | CHA | |
| +7 | History | INT | |
| +7 | Insight | WIS | |
| +12 | Intimidation | CHA | |
| +7 | Investigation | INT |
| +7 | Medicine | WIS | |
| +7 | Nature | INT | |
| +13 | Perception | WIS | |
| +6 | Performance | CHA | |
| +6 | Persuasion | CHA | |
| +7 | Religion | INT | |
| +9 | Sleight of Hand | DEX | |
| +9 | Stealth | DEX | |
| +7 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Vorpal blade | +12 | DEX | 2d6+3+1d10+3 | slashing | |
| versatile on crit decapitation if no 6d8 | |||||
Skill Expert
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.
Skill Proficiency. You gain proficiency in one skill of your choice.
Expertise. Choose one skill in which you have proficiency but lack Expertise. You gain Expertise with that skill.
Tough
Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.
Savage Attacker
You've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.
Durable
You gain the following benefits.
Ability Score Increase. Increase your Constitution score by 1, to a maximum of 20.
Defy Death. You have Advantage on Death Saving Throws.
Speedy Recovery. As a Bonus Action, you can expend one of your Hit Point Dice, roll the die, and regain a number of Hit Points equal to the roll.
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can’t use this feature again until you finish a Long Rest.
You can use this feature twice before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.
Fighter: Echo Knight
At 3rd level, you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.
Your echo has AC 14 + your proficiency bonus(20), 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.
At 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.
You can use this feature a number of times equal to your Constitution modifier (5). You regain all expended uses when you finish a long rest.
Starting at 7th level, you can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.
Starting at 10th level, you can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.
Once you use this feature, you can't use it again until you finish a short or long rest.
By 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.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
At 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.
In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.