{"name":"Fighter","overview":"[h2]The Fighter[\/h2]\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Proficiency Bonus[\/th]\r\n[th]Features[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1st[\/td]\r\n[td]+2[\/td]\r\n[td]Fighting Style, Second Wind[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]+2[\/td]\r\n[td]Action Surge (one use)[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]+2[\/td]\r\n[td]Martial Archetype[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]+2[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]+3[\/td]\r\n[td]Extra Attack[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6th[\/td]\r\n[td]+3[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]+3[\/td]\r\n[td]Martial Archetype Feature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8th[\/td]\r\n[td]+3[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]+4[\/td]\r\n[td]Indomitable (one use)[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10th[\/td]\r\n[td]+4[\/td]\r\n[td]Martial Archetype Feature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11th[\/td]\r\n[td]+4[\/td]\r\n[td]Extra Attack (2)[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12th[\/td]\r\n[td]+4[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]+5[\/td]\r\n[td]Indomitable (two uses)[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]+5[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15th[\/td]\r\n[td]+5[\/td]\r\n[td]Martial Archetype Feature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]16th[\/td]\r\n[td]+5[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]+6[\/td]\r\n[td]Action Surge (two uses), Indomitable (three uses)[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18th[\/td]\r\n[td]+6[\/td]\r\n[td]Martial Archetype Feature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19th[\/td]\r\n[td]+6[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]20th[\/td]\r\n[td]+6[\/td]\r\n[td]Extra Attack (3)[\/td]\r\n[\/tr]\r\n[\/table]\r\n","hit_dice":"1d10 per Fighter level","hit_points_at_1st_level":"10 + your Constitution modifier","hit_points_at_higher_levels":"1d10 (or 6) + your Constitution modifier per fighter level after 1st","armor_proficiencies":"All armor, shields","weapon_proficiencies":"Simple weapons, martial weapons","tools":"None","saving_throws":"Strength, Constitution","skills":"Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival","starting_equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n[ul]\r\n[li](a) chain mail or (b) leather armor, longbow, and 20 arrows[\/li]\r\n[li](a) a martial weapon and a shield or (b) two martial weapons[\/li]\r\n[li](a) a light crossbow and 20 bolts or (b) two handaxes[\/li]\r\n[li](a) a dungeoneer\u2019s pack or (b) an explorer\u2019s pack[\/li]\r\n[\/ul]\r\n","spellcasting":"","class_features":"[h2]Fighting Style[\/h2]\r\nYou adopt a particular style of fighting as your specialty. Choose one of the following options. You can\u2019t take a Fighting Style option more than once, even if you later get to choose again.\r\n\r\n[b]Archery[\/b]\r\n[br]\r\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\r\n\r\n[b]Defense[\/b]\r\n[br]\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n\r\n[b]Dueling[\/b]\r\n[br]\r\nWhen 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[b]Great Weapon Fighting[\/b]\r\n[br]\r\nWhen 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[b]Protection[\/b]\r\n[br]\r\nWhen 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[b]Two-Weapon Fighting[\/b]\r\n[br]\r\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.\r\n\r\n[h2]Second Wind[\/h2]\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. Once you use this feature, you must finish a short or long rest before you can use it again.\r\n\r\n[h2]Action Surge[\/h2]\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[h2]Martial Archetype[\/h2]\r\nAt 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.\r\n\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can\u2019t increase an ability score above 20 using this feature.\r\n\r\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.\r\n\r\n[h2]Extra Attack[\/h2]\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[h2]Indomitable[\/h2]\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\u2019t 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.\r\n\r\n[h2]Extra Attack[\/h2]\r\nBeginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.\r\n\r\nThe number of attacks increases to four when you reach 20th level in this class.\r\n\r\n[h2]Extra Attack[\/h2]\r\nAt 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.","subclass_options":"[h2]Martial Archetypes[\/h2]\r\n[spoiler][h2]Arcane Archer[\/h2]\r\n(Prerequisite: [blocklink:922523], [blocklink:922448], [blocklink:922428], [blocklink:924606] )\r\n\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 the 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[b]Arcane Archer Features[\/b] \r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table]\r\n\r\n[tr]\r\n\r\n[th]Fighter Level[\/th]\r\n[th]Feature[\/th]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]3rd[\/td]\r\n[td]Arcane Archer Lore, Arcane Shot (2 options)[\/td]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]7th[\/td]\r\n[td]Curving Shot, Magic Arrow, Arcane Shot (3 options)[\/td]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]10th[\/td]\r\n[td]Arcane Shot (4 options)[\/td]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]15th[\/td]\r\n[td]Ever-Ready Shot, Arcane Shot (5 options)[\/td]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]18th[\/td]\r\n[td]Arcane Shot (6 options, improved shots)[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[h3]Arcane Archer Lore[\/h3]\r\nAt 3rd level, you learn magical theory or some of the secrets of nature \u2014 typical for practitioners 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 the druidcraft cantrip.\r\n\r\n[h3]Arcane Shot[\/h3]\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 \u201cArcane Shot Options\u201d 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 a creature, 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[h3]Magic Arrow[\/h3]\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[h3]Curving Shot[\/h3]\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[h3]Ever-Ready Shot[\/h3]\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[h3]Arcane Shot Options[\/h3]\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\nIf an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.\r\n\r\n[b]Banishing Arrow[\/b]\r\n[br]\r\nYou 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, the target\u2019s 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\n\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]\r\n[br]\r\nYour 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]\r\n[br]\r\nYou imbue your arrow with force energy drawn from the school of evocation. The energy 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]\r\n[br]\r\nYou 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]\r\n[br]\r\nWhen 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\n\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]\r\n[br]3\r\nYou 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 shoots 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]\r\n[br]\r\nUsing divination magic, you grant your arrow the ability to seek out a target. 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. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target\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]\r\n[br]\r\nYou 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. |Arcane Archer[\/spoiler]\r\n\r\n[spoiler][h2]Battle Master[\/h2]\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[h3]Combat Superiority[\/h3]\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[b]Maneuvers.[\/b] You learn three maneuvers of your choice, which are detailed under \u201cManeuvers\u201d below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.\r\n\r\nYou 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[b]Superiority Dice.[\/b] 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.\r\n\r\nYou gain another superiority die at 7th level and one more at 15th level.\r\n\r\n[b]Saving Throws.[\/b] Some of your maneuvers require your target to make a saving throw to resist the maneuver\u2019s effects. The saving throw DC is calculated as follows:\r\n\r\n[b]Maneuver save DC[\/b] = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)\r\n\r\n[h3]Student of War[\/h3]\r\nAt 3rd level, you gain proficiency with one type of artisan\u2019s tools of your choice.\r\n\r\n[h3]Maneuvers[\/h3]\r\nThe maneuvers are presented in alphabetical order.\r\n\r\n[b]Commander\u2019s Strike[\/b]\r\n[br]\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\u2019s damage roll.\r\n\r\n[b]Disarming Attack[\/b]\r\n[br]\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\u2019s holding. You add the superiority die to the attack\u2019s 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\n[br]\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\u2019s 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\n[br]\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\n[br]\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 this turn. If that attack hits, add the superiority die to the attack\u2019s damage roll.\r\n\r\n[b]Goading Attack[\/b]\r\n[br]\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\u2019s 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]Lunging Attack[\/b]\r\n[br]\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\u2019s damage roll.\r\n\r\n[b]Maneuvering Attack[\/b]\r\n[br]\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\u2019s 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\n[br]\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\u2019s 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\n[br]\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\n[br]\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\n[br]\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\u2019s 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]Rally[\/b]\r\n[br]\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\n[br]\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\u2019s damage roll.\r\n\r\n[b]Sweeping Attack[\/b]\r\n[br]\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]Trip Attack[\/b]\r\n[br]\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\u2019s 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[h3]Know Your Enemy[\/h3]\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\n[ul]\r\n[li]Strength score[\/li]\r\n[li]Dexterity score[\/li]\r\n[li]Constitution score[\/li]\r\n[li]Armor Class[\/li]\r\n[li]Current hit points[\/li]\r\n[li]Total class levels (if any)[\/li]\r\n[li]Fighter class levels (if any)[\/li]\r\n[\/ul]\r\n\r\n[h3]Improved Combat Superiority[\/h3]\r\nAt 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.\r\n\r\n[h3]Relentless[\/h3]\r\nStarting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.\r\n\r\n[h3]Improved Combat Superiority[\/h3]\r\nAt 18th level, your superiority dice turn into d12s. |Battle Master[\/spoiler]\r\n\r\n[spoiler][h2]Cavalier[\/h2]\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[b]Cavalier Features[\/b] \r\n\r\n\r\n[table]\r\n\r\n[tr]\r\n\r\n[th]Fighter Level[\/th]\r\n[th]Feature[\/th]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]3rd[\/td]\r\n[td]Bonus Proficiency, Born to the Saddle, Unwavering Mark[\/td]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]7th[\/td]\r\n[td]Warding Maneuver[\/td]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]10th[\/td]\r\n[td]Hold the Line[\/td]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]15th[\/td]\r\n[td]Ferocious Charger[\/td]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]18th[\/td]\r\n[td]Vigilant Defender[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[h3]Bonus Proficiency[\/h3]\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[h3]Born to the Saddle[\/h3]\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[h3]Unwavering Mark[\/h3]\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\u2019t 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\u2019s 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 (minimum of once), and you regain all expended uses of it when you finish a long rest.\r\n\r\n[h3]Warding Maneuver[\/h3]\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\u2019re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target\u2019s AC against that attack. If the attack still hits, the target has resistance against the attack\u2019s damage.\r\n\r\nYou can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.\r\n\r\n[h3]Hold the Line[\/h3]\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\u2019s speed is reduced to 0 until the end of the current turn.\r\n\r\n[h3]Ferocious Charger[\/h3]\r\nStarting at 15th level, you can run down your foes, whether you\u2019re 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[h3]Vigilant Defender[\/h3]\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\u2019s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can\u2019t use it on the same turn that you take your normal reaction. |Cavalier[\/spoiler]\r\n\r\n[spoiler][h2]Champion[\/h2]\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[h3]Improved Critical[\/h3]\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[h3]Remarkable Athlete[\/h3]\r\nStarting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn\u2019t 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[h3]Additional Fighting Style[\/h3]\r\nAt 10th level, you can choose a second option from the Fighting Style class feature.\r\n\r\n[b]Archery[\/b]\r\n[br]\r\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\r\n\r\n[b]Defense[\/b]\r\n[br]\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n\r\n[b]Dueling[\/b]\r\n[br]\r\nWhen 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[b]Great Weapon Fighting[\/b]\r\n[br]\r\nWhen 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[b]Protection[\/b]\r\n[br]\r\nWhen 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[b]Two-Weapon Fighting[\/b]\r\n[br]\r\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.\r\n\r\n[h3]Superior Critical[\/h3]\r\nStarting at 15th level, your weapon attacks score a critical hit on a roll of 18\u201320.\r\n\r\n[h3]Survivor[\/h3]\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\u2019t gain this benefit if you have 0 hit points. |Champion[\/spoiler]\r\n\r\n[spoiler][h2]Eldritch Knight[\/h2]\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\u2019s 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[h3]Spellcasting[\/h3]\r\nWhen you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.\r\n\r\n[b]Cantrips[\/b]\r\n[br]\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\n[b]Spell Slots[\/b]\r\n[br]\r\nThe Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell\u2019s 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\n[b]Spells Known of 1st-Level and Higher[\/b]\r\n[br]\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\u2019re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.\r\n\r\n[b]Spellcasting Ability[\/b]\r\n[br]\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\n[b]Spell save DC[\/b] = 8 + your proficiency bonus + your Intelligence modifier\r\n\r\n[b]Spell attack modifier[\/b] = your proficiency bonus + your Intelligence modifier\r\n\r\n[h3]The Eldritch Knight[\/h3]\r\n[right][h3][b][i]-Spell Slots per Spell Level-[\/i][\/b][\/h3]\r\n[\/right]\r\n\r\n\r\n\r\n[table]\r\n\r\n[tr]\r\n\r\n[th]Fighter Level[\/th]\r\n[th]Cantrips Known[\/th]\r\n[th]Spells Known[\/th]\r\n[th]1st[\/th]\r\n[th]2nd[\/th]\r\n[th]3rd[\/th]\r\n[th]4th[\/th]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]3rd[\/td]\r\n[td]2[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]4th[\/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]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]5th[\/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]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]6th[\/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]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]7th[\/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]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]8th[\/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]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]9th[\/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]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]10th[\/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]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]11th[\/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]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]12th[\/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]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]13th[\/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]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]14th[\/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]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]15th[\/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]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]16th[\/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]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]17th[\/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]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]18th[\/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]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]19th[\/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]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]20th[\/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]\r\n[\/tr]\r\n[\/table]\r\n\r\n[h3]Weapon Bond[\/h3]\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\u2019t 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[h3]War Magic[\/h3]\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[h3]Eldritch Strike[\/h3]\r\nAt 10th level, you learn how to make your weapon strikes undercut a creature\u2019s 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[h3]Arcane Charge[\/h3]\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[h3]Improved War Magic[\/h3]\r\nStarting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action. |Eldritch Knight[\/spoiler]\r\n\r\n[spoiler][h2]Gunslinger[\/h2]\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.\r\n\r\nHowever, 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\nThis archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.\r\n\r\nShould this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.\r\n\r\n[h3]Firearm Proficiency[\/h3]\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[h3]Gunsmith[\/h3]\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[b]Firearm Properties[\/b]\r\n[br]\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 (outlined below). These properties replace the optional ones presented in the Dungeon Master\u2019s Guide. Firearms are ranged weapons.\r\n\r\n[i][b]Reload.[\/b][\/i] The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.\r\n\r\n[i][b]Misfire.[\/b][\/i] Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon\u2019s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker\u2019s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon\u2019s misfire score by 1.\r\n\r\n[i][b]Explosive.[\/b][\/i] Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.\r\n\r\n[b]Ammunition[\/b]\r\n[br]\r\nAll firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker\u2019s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.\r\n\r\n[b]Firearms[\/b]\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table]\r\n\r\n[tr]\r\n\r\n[th]Name[\/th]\r\n[th]Cost[\/th]\r\n[th]Ammo[\/th]\r\n[th]Damage[\/th]\r\n[th]Weight[\/th]\r\n[th]Range[\/th]\r\n[th]Properties[\/th]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]Palm Pistol[\/td]\r\n[td]50g[\/td]\r\n[td]2g (20)[\/td]\r\n[td]1d8 piercing[\/td]\r\n[td]1 lb.[\/td]\r\n[td](40\/160)[\/td]\r\n[td]Light, reload 1, misfire 1[\/td]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]Pistol[\/td]\r\n[td]150g[\/td]\r\n[td]4g (20)[\/td]\r\n[td]1d10 piercing[\/td]\r\n[td]3 lb.[\/td]\r\n[td](60\/240)[\/td]\r\n[td]Reload 4, misfire 1[\/td]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]Musket[\/td]\r\n[td]300g[\/td]\r\n[td]5g (20)[\/td]\r\n[td]1d12 piercing[\/td]\r\n[td]10 lb.[\/td]\r\n[td](120\/480)[\/td]\r\n[td]Two-handed, reload 1, misfire 2[\/td]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]Pepperbox[\/td]\r\n[td]250g[\/td]\r\n[td]4g (20)[\/td]\r\n[td]1d10 piercing[\/td]\r\n[td]15 lb.[\/td]\r\n[td](80\/320)[\/td]\r\n[td]Reload 6, misfire 2[\/td]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]Blunderbuss[\/td]\r\n[td]300g[\/td]\r\n[td]5g (5)[\/td]\r\n[td]2d8 piercing[\/td]\r\n[td]10 lb.[\/td]\r\n[td](15\/60)[\/td]\r\n[td]Reload 1, misfire 2[\/td]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]Bad News[\/td]\r\n[td]Crafted[\/td]\r\n[td]10g (5)[\/td]\r\n[td]2d12 piercing[\/td]\r\n[td]25 lb.[\/td]\r\n[td](200\/800)[\/td]\r\n[td]Two-handed, misfire 3, explosive[\/td]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]Hand Mortar[\/td]\r\n[td]Crafted[\/td]\r\n[td]10g (1)[\/td]\r\n[td]2d8 fire[\/td]\r\n[td]10 lb.[\/td]\r\n[td](30\/60)[\/td]\r\n[td]Reload 1, misfire 3, explosive[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[h3]Adept Marksman[\/h3]\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][b]Trick Shots.[\/b][\/i] You learn two trick shots of your choice, which are detailed under \u201cTrick Shots\u201d below. 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.\r\n\r\nYou 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][b]Grit.[\/b][\/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][b]Saving Throws.[\/b][\/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[b]Trick Shot save DC[\/b] = 8 + your proficiency bonus + your Dexterity modifier\r\n\r\n[h3]Quickdraw[\/h3]\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[h3]Rapid Repair[\/h3]\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[h3]Lightning Reload[\/h3]\r\nStarting at 15th level, you can reload any firearm as a bonus action.\r\n\r\n[h3]Vicious Intent[\/h3]\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[h3]Hemorrhaging Critical[\/h3]\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[h3]Trick Shots[\/h3]\r\nThese trick shots are presented in alphabetical order.\r\n\r\n[b]Bullying Shot[\/b]\r\n[br]\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\n[br]\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\n[br]\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\n[br]\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\n[br]\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\n[br]\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\n[br]\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\n[br]\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. |Gunslinger[\/spoiler]\r\n\r\n[spoiler][h2]Samurai[\/h2]\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[b]Samurai Features[\/b] \r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[table]\r\n\r\n[tr]\r\n\r\n[th]Fighter Level Level[\/th]\r\n[th]Feature[\/th]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]3rd[\/td]\r\n[td]Bonus Proficiency, Fighting Spirit (5 temp. hp)[\/td]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]7th[\/td]\r\n[td]Elegant Courtier[\/td]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]10th[\/td]\r\n[td]Tireless Spirit, Fighting Spirit (10 temp. hp)[\/td]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]15th[\/td]\r\n[td]Rapid Strike, Fighting Spirit (15 temp. hp)[\/td]\r\n[\/tr]\r\n[tr]\r\n\r\n[td]18th[\/td]\r\n[td]Strength before Death[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[h3]Bonus Proficiency[\/h3]\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[h3]Fighting Spirit[\/h3]\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 weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary 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, and you regain all expended uses of it when you finish a long rest.\r\n\r\n[h3]Elegant Courtier[\/h3]\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[h3]Tireless Spirit[\/h3]\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[h3]Rapid Strike[\/h3]\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 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[h3]Strength before Death[\/h3]\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 and doesn\u2019t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a long rest. |Samurai[\/spoiler]","table_data":"","source":"","jsondata":"","tags":"Fighter, Class, Martial Archetype, Arcane Archer, Battle Master, Brute, Cavalier, Champion, Dragoon, Eldritch Knight, Gunslinger, Samurai, PHB, XGTE, CR, Isekai, Riverfang, 2021","templateId":"5460","blockId":"923017","world":"a4a2e1f7-41da-4275-96af-7bc15ced8c50","folder":"12115","isShared":"on"}