Fighter

## Fighter Leveling Table

* **Hit Points at Higher Levels:** 1d10 (or 6) + your Health modifier per fighter level after 1st.

**Saving Throws**: Choose two from Health, Dexterity, and Perception

## Fighting Style

At first level, choose one of the following options.

* **Archery:** You gain a +2 bonus to attack rolls you make with ranged weapons.
* **Defense:** While you are wearing armor, you gain a +1 bonus to AC.
* **Dueling:** When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
* **Great Weapon Fighting:** When you roll a 1 or 2 on a damage die for an attack you make with a melee 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.

* **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.

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

* **Close Quarters Shooter:** You are

trained in making ranged attack at close quarters. 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.
Finally, you have a +1 bonus to attack rolls on ranged attacks.

* **Tunnel Fighter:** You excel at

defending narrow passages, doorways, and other tight spaces. 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.

## Second Wind

At first level, 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

Starting at second level, 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.

## Ability Score Improvement

When 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't increase an ability score above 20 using this feature.

## Extra Attack

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.

## Know Your Enemy

Starting at 7th level, if you spend 1 minute observing or interacting
 with another creature outside of 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:

* Health score
* Dexterity score
* Armor Class
* Current hit points
* Vitality
* Total class levels (if any)
* Fighter class levels (if any)

## Indomitable

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.

## Scoundrel

### Gunslinger

At level 1, you are trained in
making ranged attack at close quarters. 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. Finally,
 you have a +1 bonus to attack rolls on ranged attacks.

### Quick Draw

Starting at 3rd level, you have advantage on attack rolls against any
 creature that hasn't taken a turn in the combat yet. In addition, any
hit you score against a creature that is surprised is a critical hit.d

### Rapid Strike

Starting at 9th level, 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 only do so once
 per turn.

### Sudden Strike

Starting at 13th level, if you take the Attack action on your turn,
you can make one additional attack as a bonus action. This attack can
benefit from your Sneak Attack even if you have already used it this
turn, but you can't use your Sneak Attack against the same target more
than once in a turn.

### Intense Rivalry

At 17th level, you have an uncanny knack for succeeding when you
need to. You gain a bonus to your Initiative Rolls equal to your
Intelligence modifier *(minimum of +1)*. You deal a critical on an 18, 19, and 20.

## Mercenary

### Target

At first level, you may choose one specific creature or a known faction.

You have advantage on Wisdom (Survival) checks to track your target, as well as on Intelligence checks to recall information about
them.

### Stalk

Beginning at 3rd level, at the start of your turn, pick a creature
you are hidden from. You remain hidden from that creature during your
turn, regardless of your actions or the actions of other creatures. As a
 bonus action at the end of your turn, you can make a Dexterity
(Stealth) check to hide again if you fulfill the conditions needed to
hide. Otherwise, creatures are aware of you at the end of your turns.

### Fighter's Philosophy

At level 3, you gain one of the following features of your choice.

* **Punisher:** When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

* **Opportunist:** When a Medium or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

* **In the Thick of It:** Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

### Defensive Tactics

At 9th level, you gain one of the following features of your choice.

* **Escape the Horde:** Opportunity attacks against you are made with disadvantage.
* **Multi-attack Defense:** When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

* **Steel Will:** You have advantage on saving throws against being frightened.

### Multi-attack

At 13th level, you gain one of the following features of your choice.

* **Volley:** You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

* **Whirlwind Attack:** You can use your action to make a melee attack against any number of creatures within 5 feet of you. with a separate attack roll for each target.

### Mercenary's Defense

At 17th level, you gain one of the following features of your choice.

* **Evasion:** When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

* **Stand Against the Tide:** When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

* **Uncanny Dodge:** When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

## Sentry

### Combat Superiority

#### Maneuvers

You learn three special maneuvers. You can use only one maneuver per attack.

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

#### Superiority Dice

You start with four superiority dice, which are d8s, and you expend
one whenever you use a maneuver. You regain them all when you finish a
short or long rest.

You gain another superiority die at 7th level and one more at 15th level.

#### Saving Throws

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

**Maneuver save DC:** 8 + your proficiency bonus + your Health or Dexterity modifier (your choice)

### Improved Combat Superiority

When you reach 10th level, your superiority dice turn into d10. When you reach level 18, your dice turn into d12.

### Relentless

Starting at level 15, whenever you roll for initiative and have zero superiority dice, you get 1 superiority die back.

### Maneuvers

The maneuvers are presented in alphabetical order.

* **Commander's Strike:** When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority

die. That creature can immediately use its reaction to make one weapon
attack, adding the superiority die to the attack's damage roll.

* **Disarming Attack:** When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target

must make a Health saving throw. On a failed save, it drops the object
 you choose. The object lands at its feet.

* **Distracting Strike:**When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an

attacker other than you has advantage if the attack is made before the
start of your next turn.

* **Evasive Footwork:** When you move on your turn, you can expend a superiority die, adding the total to your AC until you stop moving.
* **Feinting Attack:** You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. Until the end of the turn, you have advantage on your next attack roll against that creature. If that attack

 hits, add the superiority die to the attack's damage roll.

* **Goading Attack:** When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save,

the target has a disadvantage on all attack rolls against targets other
than you until the end of your next turn.

* **Lunging Attack:** When you make a melee attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.

* **Maneuvering Attack:** When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who

 can see or hear you. That creature can use its reaction to move up to
half its speed without provoking opportunity attacks from the target of
your attack.

* **Menacing Attack:** When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is

frightened of you until the end of your next turn.

* **Parry:** When 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.

* **Precision Attack:** When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

* **Pushing Attack:** When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Health saving throw. On a failed save, you push the target up to 15 feet away from

you.

* **Rally:** On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the

superiority die roll + your Charisma modifier.

* **Riposte:** When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

* **Sweeping Attack:** When you hit a creature with a melee 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.

* **Trip Attack:** When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Health saving throw or be knocked prone.

## Monk

### Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Willpower modifier.

### Flurry of Blows

Immediately after you take the Attack action on your turn, you can choose to make two unarmed strikes as a bonus action. You may do this three times per day.

### Open Hand Technique

At 3rd level, whenever you hit a creature with one of the attacks
granted by your Flurry of Blows, you can impose one of the following
effects on that target:

* It must succeed on a Dexterity saving throw or be knocked prone.
* It must make a Health saving throw. If it fails, you can push it up to 15 feet away from you.
* It can't take reactions until the end of your next turn.

### Wholeness of Body

At 6th level, as an action, you can regain hit points equal to three
times your fighter level. You must finish a long rest before you can use
this feature again.

### Tranquility

Beginning at 11th level, at the end of a long rest, you gain the effect of a Sanctuary
 spell that lasts until the start of your next long rest (the spell can
end early as normal). The saving throw DC for the spell equals 8 + your
Wisdom modifier + your proficiency bonus.

### Quivering Palm

At 17th level, when you hit a creature with an unarmed strike, you
can choose to start these imperceptible vibrations, which
last for a number of days equal to your monk level. The vibrations are
harmless unless you use your action to end them. To do so, you and the
target must be on the same plane of existence. When you use this action,
 the creature must make a Health saving throw. If it fails, it is
reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature
at a time. You can choose to end the vibrations harmlessly without using
 an action.

## Warrior

### Improved Critical

Starting at 3rd level, your attacks score a critical hit on a roll of 19 or 20.

### Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (round
 up) to any Health or Dexterity check you make that
doesn't already use your proficiency bonus. In addition, when you make a
 running long jump, the distance you can cover increases by a number of
feet equal to your Health modifier.

### Additional Fighting Style

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

### Superior Critical

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

### Anger of a Gentle Soul

At 17th level, if you see a creature reduce another creature to 0 hit
 points, you can use your reaction to grant yourself a bonus to all
damage rolls against the aggressor until the end of your next turn. The
bonus equals your fighter level.

Once you use this ability, you can't use it again until you finish a short or long rest.