Cole Ashe/Progression

**Cole Ashe** has progressed through the following levels:

#### Fighting Style

Beginning at 1st level, you adopt a particular style of fighting as your specialty:

* **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

You also 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.

#### Dual Wielder

As a variant human, you also receive the Dual Wielder feat at 1st level, mastering the art of fighting with two weapons and gaining the following benefits:

* You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
* You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
* You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

### Level 2: Fighter 2

#### Action Surge

Beginning at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional 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.

### Level 3: Fighter 3

#### Eldritch Knight

##### Spellcasting

Beginning at 3rd level, you augment your martial prowess with the ability to cast spells. You learn two cantrips of your choice from the wizard spell list (*Mage Hand* and *Minor Illusion*); you also 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 (*Catapult*, *Find Familiar*, *Magic Missile*, *Shield*).

##### Weapon Bond

Beginning 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.

### Level 4: Fighter 4

#### Inspiring Leader

You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

### Level 5: Fighter 5

#### Extra Attack

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

#### Gunsmith

After experiencing a dream in the lair of the onyx dragon Marwolaeth, you are gifted proficiency with Tinker's Tools, with which you may examine the artefact you discovered. In accordance with the suggestion outlined in *Tasha's Cauldron of Everything*, switching subclasses requires a number of days of study equal to twice your next level: in this case, twelve days.

Once per day, roll a Tinkering check (d20+INT+PB): if the total is 15 or greater, subtract 14 from the roll, divide by two, and round down. The result is the Degrees of Comprehension gained during that period of examination; if the total of the roll is less than 15, no Degrees of Comprehension are gained or lost. When you gain 15 Degrees of Comprehension, you will understand the nature of the arcane ritual necessary to become a Gunslinger.