SIGNING IN

Trefferpunkte

Trefferwürfel 1d10 pro Stufe

Übungen

STR , CON

Klasseneigenschaften

Stufe 1

Fighting Style
Second Wind

Stufe 10

Martial Archetype feature

Stufe 11

Extra Attack (2)

Stufe 12

Ability Score Improvement

Stufe 13

Indomitable (two uses)

Stufe 14

Ability Score Improvement

Stufe 15

Martial Archetype feature

Stufe 16

Ability Score Improvement

Stufe 17

Action Surge (two uses)
Indomitable (three uses)

Stufe 18

Martial Archetype feature

Stufe 19

Ability Score Improvement

Stufe 2

Action Surge
Maneuvers

Stufe 20

Extra Attack (3)

Stufe 3

Martial Archetype

Stufe 4

Ability Score Improvement

Stufe 5

Extra Attack

Stufe 6

Ability Score Improvement

Stufe 7

Martial Archetype feature

Stufe 8

Ability Score Improvement

Stufe 9

Indomitable (one use)

Übungen

Armor

light

medium

heavy

shield

Weapons

simple

martial

Skills

Startausrüstung

(a) a martial weapon and a shield or (b) two martial weapons
(a) a light crossbow and 20 bolts or (b) two handaxes
Alternativ kannst du starten mit: 5d4×10|5d4 × 10|Starting Gold

Klasseneigenschaften

Fighting Style (Level 1)

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Close Quarters Shooter

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Mariner

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Tunnel Fighter

As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Second Wind (Level 1)

You 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.

Action Surge (Level 2)

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once 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.

Maneuvers (Level 2)

Starting at 2nd level, you've learned several martial maneuvers. You learn two maneuvers of your choice. Your maneuver options are detailed at the end of the class description. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn one additional maneuver of your choice at 3rd, 7th, 10th, 15th, and 18th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver

Whenever you use a maneuver, you can choose to trigger its superiority option which is described in the maneuver. You can do this twice. You regain all expended uses after completing a short or long rest.

Martial Archetype (Level 3)

At 3rd level, you choose an archetype from the list available 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.

Ability Score Improvement (Level 4)

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Extra Attack (Level 5)

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

The 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.

Ability Score Improvement (Level 6)

When you reach 6th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Martial Archetype feature (Level 7)

At 7th level, you gain a feature granted by your Martial Archetype.

Ability Score Improvement (Level 8)

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Indomitable (one use) (Level 9)

Beginning 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.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Martial Archetype feature (Level 10)

At 10th level, you gain a feature granted by your Martial Archetype.

Extra Attack (2) (Level 11)

At 11th level, you can attack three times whenever you take the Attack action on your turn.

Ability Score Improvement (Level 12)

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Indomitable (two uses) (Level 13)

At 13th level, you can use Indomitable twice between long rests.

Ability Score Improvement (Level 14)

When you reach 14th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Martial Archetype feature (Level 15)

At 15th level, you gain a feature granted by your Martial Archetype.

Ability Score Improvement (Level 16)

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Action Surge (two uses) (Level 17)

At 17th level, you can use Action Surge twice before a rest, but only once on the same turn.

Indomitable (three uses) (Level 17)

At 17th level, you can use Indomitable three times between long rests.

Martial Archetype feature (Level 18)

At 18th level, you gain a feature granted by your Martial Archetype.

Ability Score Improvement (Level 19)

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Extra Attack (3) (Level 20)

At 20th level, you can attack four times whenever you take the Attack action on your turn.

Multiklassen

Multiklassen-Voraussetzungen

  • DEX: 13 oder STR: 13

Erworbene Übungen

Armor light , medium , shield
Weapons simple , martial

Unterklassen

Unterklassen-Eigenschaften

Arcane Marksman

Arcane Marksman (Level 3)

The archetypal Arcane Marksman has spent a significant amount of time off the battlefield, in rigorous study of eldritch texts and spellcasting manuals. They have not aschewed their martial talents entirely, and have choosen instead to augment that talent with magical power delivered at a distance.

Spell Shots

At 3rd level, you've learnt a unique set of arcane maneuvers. You have access to all the Spell Shots listed, but must spend time to prepare them. Spell Shot maneuvers that are prepared can be used in the same way as any other maneuver.

During a short or long rest, you can prepare up to two Spell Shot maneuvers this way. You can prepare an additional Spell Shot maneuver at 7th, 10th, 15th, and 18th level.

The saving throw for your Spell Shots maneuvers is calculated as follows:

Maneuver

Archer Lore

Also at 3rd level, you gain proficiency in one of the following skills of your choice: Arcana, Nature, or Perception.

Utility Projectile (Level 7)

Starting at 7th level, you can use your arcane magic to imbue your ranged weapon to create an effect. You gain one of the following shots, which can be performed as an action by imbuing a thrown weapon or piece of ammunition with magic that is cast when the projectile hits its target.

Ascension Shot

When this shot impacts a point on a surface within range of the weapon that you can see, it sprouts sinewy tendrils that grip the surface and reinforce the projectile. Once embedded, it can support a weight of up to 300 pounds for a duration of 1 hour, after which the magic fades and it falls to the ground.

Silent Shot

When this shot impacts a surface within 30 feet that you can see, it creates the effect of the minor illusion spell where it impacts. This lasts 1 minute and uses your maneuver save DC.

Curving Shot (Level 10)

At 10th level, you learn how to direct an errant shot toward a new target. When you make an attack roll through a Spell Shot maneuver and miss, you can use a bonus action to reroll the attack roll against a different target within 30 feet of the original target that you can see.

Celestial Shot (Level 15)

Starting at 15th level, you've woven the arcane nature of the lunar cycles into your shots. You gain the following shots, which can be performed as an action by imbuing a thrown weapon or piece of ammunition with magic that is cast when the projectile reaches its target.

Blackout Shot

When this shot is fired, when it impacts a surface or after 60 feet of travel it bursts into a harmless globe of inky black magic, which fills a 30-foot-radius sphere with magical darkness, which lasts 1 minute.

Flare Shot

When this shot is fired, when it impacts a surface or after 60 feet of travel it bursts into a harmless globe of light and sparks, which illuminates a 30-foot radius sphere with bright magical light and sheds dimlight for an additional 30 feet. The globe slowly descends and fades after 1 minute.

Ever-Forceful Shot (Level 18)

Starting at 18th level, your marksmanship is always at the ready. When you roll initiative, you regain one use of your superiority feature.

Additionally, your Spell Shot maneuvers can deliver a more stinging blow. Creatures hit by the attack made as part of the maneuver take an additional 1d8 damage.

Bounty Hunter

Bounty Hunter (Level 3)

Those who model themselves after the bounty hunter are those who feel as though their skill is worth its weight in gold. They are often contract mercenaries, or at the very least hold a strong grudge against those that sleight them. Either way, they good at both tracking and hunting certain groups of creatures and those they study and do so with great efficacy.

Favored Enemy

Beginning at 3rd level, you have learned enough about your enemies to begin to put the knowledge to practice in defeating them. Choose either two types of favored enemy from the following list, or one type from the list and two races of humanoid (such as gnolls and orcs): abberations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. You have advantage on all Wisdom or Intelligence checks related to your favored enemies, including tracking them, detecting them, intuiting or recalling information about them, and discerning their motives or intentions.

Hunter's Prey

Also at 3rd level, with enough time you can extend your favored enemy to a single individual. Over the duration of a short rest, you can focus intently on a creature you've met and interacted with, or have significant enough information about to understand. This creature also becomes a favored enemy for you until you know its been killed or you choose another prey.

In addition, any maneuver you use that affects a favored enemy also causes it to take 1d6 damage of a damage type a weapon you're wielding can deal as your knowledge allows you to exploit their weaknesses.

Prepared (Level 7)

Starting at 7th level, your expectations of your favored enemies gives you a preternatural sense to avoid ambush. When determining if creatures are surprised, you cannot be surprised if at least one favored enemy is within 60 feet of you.

In addition, you have advantage on checks to notice and avoid traps set by a favored enemy.

Allied Tactics (Level 10)

At 10th level, your experience with hunting your favored enemy allows you to announce weaknesses to your allies. As a reaction when an ally within 30 feet of you that you can see makes an attack roll against a favored enemy, you can give that ally advantage on its attack roll.

You can use this feature a number of times equal to your Wisdom modifer (a minimum of once). You regain all expended uses after completing a short or long rest.

Fortitude (Level 15)

Starting at 15th level, you gain advantage on nonmagical saving throws and skill contests from attacks from your favored enemies. Additionally, you cannot be charmed, possessed, or frightened by them and have advantage on death saving throws while within 60 feet of a favored enemy that is hostile to you.

If a blow from one of your favored enemies would reduce you to 0 hitpoints without killing you outright, it reduces you to 1 instead. Once you use this feature, you cannot use it again until you complete a long rest.

Foe Slayer (Level 18)

At 18th level, you become a master at slaying your most hunted foes. Once per turn, when you hit one of your favored enemies with a weapon attack, it takes an additional 3d8 bludgeoning, piercing, or slashing damage (your choice). If it has 30 or less hitpoints, it immediately dies.

Champion

Champion (Level 3)

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

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Brute Advantage

Also starting at 3rd level, your overwhelming presence and the unrefined nature of your maneuvers allows you to impose yourself against your targets. You can have a creature who has been affected by one of your maneuvers take damage equal to your Strength or Dexterity modifier (your choice) as well. A creature can only be affected by this feature once until the start of your next turn.

Remarkable Athlete (Level 7)

Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Additional Fighting Style (Level 10)

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

Superior Critical (Level 15)

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18—20.

Survivor (Level 18)

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Colossal Bully

Colossal Bully (Level 3)

Those who model themselves after the archetypal bully like to throw their size around, so to speak. They have a long history of picking on the little guy and have learned to exploit their size against them. They don't fare as well against an equal opponent, that's for sure.

Restriction: Powerful Build racial trait

Only races who have always been larger than others their whole life have enough experience to benefit from throwing their weight around in such a way.

Your DM can lift this restriction but it is highly discouraged. It would be more applicable for your DM to swap a racial trait for Powerful Build instead to accommodate this archetype. Your DM can also open this archetype up to any races that are Large in size if they feel it is appropriate for their setting.

Larger than Life

At 3rd level, you can become an imposing and overbearing figure on the battlefield. On your turn, you can manipulate your stature to seem larger than you are as a bonus action. While enlarged, you gain the following benefits:

  • You count as being one size larger, but your physical dimensions remain the same.

  • You have advantage on Intimidation checks.

  • Maneuvers you use that affect creatures smaller than you deal 1d4 bludgeoning damage for each size category they are smaller than you.

You must concentrate on this feature as though you were concentrating on a spell. This lasts 1 minute. It ends early if you are knocked unconcious, or if you lose concentration. You can also end this feature on your turn as a bonus action.

You can use this feature twice. You regain expended uses after completing a long or short rest.

Physique

Also at 3rd level, you gain proficiency in Athletics if you did not already have it. You can add double your proficiency bonus to Athletics checks when grappling, shoving, or tossing a creature smaller than you.

Additionally, you can use your Strength modifier for Intimidation checks instead of your Charisma modifier.

Anything Swung Hard Enough (Level 7)

Starting at 7th level, just about anything has become your weapon. You are proficient with improvised weapons, which deal at least 1d6 + Strength modifier damage for you.

Additionally, when you force a creature smaller than you to move using a Shove attack or by tossing them, they take 1d8 bludgeoning damage if they collide with a surface or other creature before completing that movement.

Punitive Damages (Level 10)

At 10th level, you're able to brush off the attacks of those smaller than you as simple nuisances. As a reaction after a creature smaller than you deals damage to you, you can reduce the damage dealt by 1d4 for each size category they are smaller than you.

Overwhelming Threat (Level 15)

Starting at 15th level, you are a force of nature, relentless in all things you do. Whenever you score a critical hit against or reduce a creature smaller than you to 0 hit points, you regain a use of your Larger than Life feature.

Forceful Leap (Level 18)

At 18th level, your size allows you to enter any fray without worry. As an action on your turn, you can leap into a space within 20 feet that is either unoccupied or occupied by a creature smaller than you. Each creature within 15 feet of where you land must make a Strength saving throw against your maneuver save DC. On a failed save they take 1d12 bludgeoning damage and are knocked prone. On a successful save, they take half as much damage and are not knocked prone. Creatures smaller than you within 5 feet have disadvantage on this saving throw and any creature that is occupying the space you leap to automatically fails.

Duelist

Duelist (Level 3)

The archetypal duelist has gained his skill in combat as a product of his upbringing. Sometimes a civilized form of combat, married with an overt arrogance. Other times a crass combination of vicious mockery and infamous legend. Those who model themselves after this archetype combine fencing and bravado to entangle and distract foes, utilizing a final strike to put an end to cowards or punctuate whatever point they were making.

Signature Maneuver

At 3rd level, you know the Finisher maneuver in addition to other maneuvers you know.

Taunt

Also at 3rd level, you have learned to entangle your foe in a deadly dance of strikes. Once per round after making a weapon attack against a creature, you can taunt them. This taunt lasts until the end of your next turn. When a creature taunted by you makes an attack or casts a spell that doesn't include you as a target, you can use your reaction to cast vicious mockery on that creature. Charisma is your spellcasting ability for this spell.

Quick Retort (Level 7)

Starting at 7th level, your gilded tongue can get you out of as many confrontations as it gets you into. When making an Intimidation or Persuasion check against a creature, you add double your proficiency bonus if you are deliberating insulting or threatening that creature, or if that creature is taunted by you.

Improved Duelist (Level 10)

Starting at 10th level, your training has honed the harmony between your weapon and fighting techniques.

If you have successfully hit a creature with a weapon attack this round, that creature has disadvantage on any saving throw from the next maneuver you use against it before the start of its next turn.

Insolent Cur (Level 15)

Upon reaching 15th level, your confidence inspires fear in your enemies.

When you use your Action Surge feature, you can spout a threat to any number of creatures within 20 feet that can see and hear you. Each creature affected must make a Wisdom saving throw against your maneuver save DC. Any creatures that fail this saving throw drop whatever they are holding and become frightened. If you have taunted a creature, it automatically fails this saving throw.

A creature can repeat this saving throw at the end of any turn where it cannot see you or cannot hear you. On a successful save, they are no longer frightened.

Punishing Flourish (Level 18)

Starting at 18th level, your mastery and flourish leave your opponents open to more punishing strikes.

The next attack you make against a creature after you have succesfully affected it with a maneuver deals an extra 2d8 + Charisma modifier damage.

Eldritch Knight

Eldritch Knight (Level 3)

The 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.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The 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's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

The Spells Known column of the 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.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell
Spell

Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

War Magic (Level 7)

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Eldritch Strike (Level 10)

At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Arcane Charge (Level 15)

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

Improved War Magic (Level 18)

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Survivalist

Survivalist (Level 3)

Those who model themsleves after this archetype have developed the skills to persist and flourish in any environment. They have an innate ability to blend in and use their knowledge of the terrain and its denizens to take every advantage and succeed the day.

Ranger of the Wild

Beginning at 3rd level, your time spent in the wilderness has honed your survival skills. You gain your choice of three of the following features:

Forager

When you forage, you find twice as much food as you normally would.

Strider

Moving through nonmagical difficult terrain costs you no extra movement.

Tracker

While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the ares.

Trapper

You add your proficiency bonus to the DC for detecting and avoiding the hunting traps that you place.

Trainer

You have advantage on Wisdom (Animal Handling) checks.

Traveler

You learn one language of your choice.

Hunter's Quarry

Also starting at 3rd level, you've learned to hone your sights in on a creature and mark it. As a bonus action, you choose a creature you can see within 100 feet and mark it as your quarry. You must concentrate on this mark as if you were concentrating on a spell, and it lasts up to 1 hour.

Until the mark ends, any maneuvers you use that affect this creature also cause it to take damage equal to 1d4 + your Wisdom modifier of a damage type a weapon you're wielding can deal. In addition, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this mark ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you complete a long rest.

Wilderness Guide (Level 7)

At 7th level, your adeptness at traveling and surviving in the rough and untamed regions of the world allows you to lead others more easily through any environment. While traveling for an hour or more in the wilderness, you gain the following benefits:

  • Difficult terrain doesn't slow your group's travel.

  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking) you remain alert to danger.

  • You do not suffer the penalty to passive Wisdom (Perception) checks imposed by moving at a fast pace.

  • Your group can move stealthily at a normal pace.

Hide in Plain Sight (Level 10)

Starting at 10th level, you can spend 1 minute creating natural camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occuring materials with which to create your camouflage.

Once you are camouflaged this way, you gain a +10 bonus to Dexterity (Stealth) checks against creatures while you remain in terrain similar to your natural disguise. Once you move or make an attack, this effect is suppressed until the beginning of your next turn.

Your camouflage lasts 1 hour or until physical conditions otherwise ruin it (such as swimming or rain).

Stand Against the Tide (Level 15)

At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature's attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.

Tactician

Tactician (Level 3)

Those who emulate the archetypal Tactician employ a studied knowledge of combat and battlefield leadership. To a Tactician, 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 Tactician archetype, but those who do are well-rounded fighters of great skill and knowledge.

Battlefield Superioriy

When you choose this archetype at 3rd level, you learn additional maneuvers and are able to use your maneuver superiority to issue commands among the battlefield.

You learn one additional maneuver of your choice. Your maneuver options are detailed at the end of the class description. You learn one additional maneuver of your choice at 7th, 10th, 15th, and 18th level.

When using the superiority option of a maneuver you can instruct an ally to take an action in addition as well. Choose one friendly creature that can see or hear you. That creature can immediately use its reaction to make one weapon attack, or move up to half its movement.

Student of War

At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

Know Your Enemy (Level 7)

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score

  • Dexterity Score

  • Constitution Score

  • Armor Class

  • Current hit points

  • Total class levels (if any)

  • Fighter class levels (if any)

Harden Resolve (Level 10)

At 10th level, your inspiring presence on the battlefield helps your companions push past their maladies and return to the fray. When you use the superiorty option of a maneuver, you can choose one friendly creature that can see or hear you. That creature can immediately end one condition affecting it. If you use this feature, you cannot have a creature benefit from your Battlefield Superiority feature.

Improved Superiority (Level 15)

At 15th level, your ability to push the limits of your maneuvers has exceeded that of most other fighters. You can use the superiority option for maneuvers an additional two times, regaining all expended uses after taking a short or long rest.

Display of Tactics (Level 18)

Starting at 18th level, when you use the superiority option of a maneuver, you can choose one friendly creature that can see or hear you. That creature can use its reaction to use the original maneuver you used. Your maneuver DC is used for any saving throws. If you use this feature, you cannot have a creature benefit from your Battlefield Superiority feature.

Templar

Templar (Level 3)

Those who model themselves after the archetypal Templar have dedicated themselves to a singular divine directive. To root out profane magic and uphold the virtues of their deity. Templars receive the divine accent of their power from their devotion to a particular deity who is opposed to arcane magic.

Channel Divinity

At 3rd level, you gain the ability to channel divine energy directly from your deity, using that energy to produce a magical effect. You start with one such effect: Gift. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. The DC for these spells is 8 + your proficiency bonus + your Charisma modifier. Beginning at 6th level, you can use your Channel Divinity feature twice between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Gift

As an action, you present a symbol of your faith and speak a prayer calling for assistance from your diety. When you use this feature, you can cast a single divination or enchantment spell from the cleric spell list of an appropriate level or lower, as shown on the Gifted Magic table below. Charisma is your spellcasting modifier for this spell.

Gifted Magic
LevelSpell Level

3rd

1st level

7th

2nd level

13th

3rd level

19th

4th level

Blessed Direction

Also at 3rd level, you learn the guidance cantrip and gain proficiency in either Religion or History (your choice). You also gain the ability to use a holy symbol as a spellcasting focus for spells you cast granted by your Channel Divinity.

Countermagic (Level 7)

Starting at 7th level, you've become adept at predicting the nature of magic and delaying its effect. If a creature you can see or hear within 60 feet casts a spell, you can use your reaction to attempt to stall its effect and potentially end it. If that spell is 3rd level or lower and has a casting time of 1 action or less, that creature must make a contested Charisma check to resist your delaying effect. If you succeed, the creature is forced to concentrate on the spell until it's next turn, and the creature must cast the spell immediately at the start of it's turn (no action required). If it can't, the spell is wasted.

You can use this feature twice. You regain all expended uses after completing a long rest.

Residual Defense (Level 10)

Beginning at 10th level, your experience dealing with magic and its effects has given you a sheen of reflex against it. After taking damage from a spell or magical source, you can use your reaction to gain resistance to that damage type until the end of your next turn. If a single spell or effect deals damage of more than one type, you gain resistances to all types dealt.

Boon of Fervor (Level 15)

At 15th level, your diety has rewarded you for your furious pursuit of your goal. You and any number of creatures within 30 feet that can see or hear you gain temporary hit points equal to your Fighter level when you use Action Surge.

Disruption (Level 18)

Starting at 18th level, your mastery over fighting spellcasters has allowed you to develop a technique for interrupting their ongoing magical boons. Any maneuver you use that affects a creature forces that creature to make a Constitution saving throw to maintain their concentration. The DC for this is equal to your maneuver save DC. If the maneuver also deals damage to the creature, it must make a separate concentration check for that damage as normal.