Fighter

## **Overview**

Conflict is a part of life, its study and orderly practice known as the Way of the Warrior in exotic Ori, its omnipresence the essence of existence in broken Shrill and it's the manner in which all civilisations have been carved from the wilderness for ages untold. Fighters are those individuals who focus on mastering this reality via physical practice in combination with the hard-won knowledge of warfare in all its forms.

Fighters are tough, capable combatants able to hold their own against any foe with the mindset of using the right tool for the job. Rare is the Fighter with only one weapon at hand or unwilling to try new tactics to achieve victory. They may focus on blade or bow, prefer plated armour or walk unhindered, but all put the success of their chosen battle ahead of conceit...at least, the successful ones do. That being said, most possess specialised expertise in some area due to their lifestyle or origin, carving out their niche with precision and skill.

No society, species or sect holds a monopoly on Fighters, whether sea-soaked sailors from the West Ports, the shining samurai of Ori, brutal pit-champions from Tuch or the shadowy scouts of the Lowhills, those who walk the Way are ubiquitous throughout the Homelands.

## **Class Features**

* **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.

## **Proficiencies**

* **Armor:** All Armour & Shields.
* **Weapons:** All Simple & Martial weapons.
* **Tools:** None.
* **Saving Throws:** Strength & Constitution.
* **Skills:** Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception & Survival.

## **Equipment**

**You may start with 5d4 x 10 gp OR...**

* (a) Chain Mail or (b) Leather Armour, Longbow & Quiver w/20 arrows.
* (a) 1 Martial weapon & 1 Shield or (b) 2 Martial weapons.
* (a) 1 Light Crossbow & Quiver w/20 bolts or (b) 2 Handaxes.
* (a) 1 Dungeoneer's Pack or (b) 1 Explorer's Pack.

## **Fighting Style**

**At first level, choose one of the following options...**

* **Athlete:** When not wearing Heavy or Medium Armour, or using a Shield, you have a Swimming & Climbing Speed equal to your normal speed and you gain a +1 bonus to AC.
* **Blind Fighter:**Being unable to see doesn’t impose Disadvantage on your Attack rolls against a creature if it isn’t Hidden from you.
* **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 1/2 and 3/4 Cover against targets within 30 feet of you.
* **Defender:** Whilst wearing armour, you gain a +2 bonus to AC.
* **Dual Wielder:** When fighting with Two-Weapons or using the Fistfighter Style, you can add your Ability Modifier to the damage of the second Attack.
* **Duellist:** You gain a +2 bonus to Damage rolls with One-Handed melee weapons.
* **Fistfighter:** Your Unarmed Strikes can deal damage equal to 1d6 + your Strength modifier and you can make an additional Unarmed Strike as a Bonus action if you have 2 free hands. When you successfully start a Grapple, you can deal an extra 1d6 Bludgeoning damage to the target. Until the Grapple ends, you can also deal this damage whenever you hit the creature with a melee Attack.
* **Formation Tactics:** As a Bonus Action, you can enter a defensive stance that lasts until the start of your next Turn. When in it, you can make opportunity attacks without using your Reaction & you can use your Reaction to make a melee Attack against a creature that moves more than 5 feet whilst within your reach.
* **Greatweapon Master:** You gain a +2 bonus to Hit rolls with Two-Handed melee weapons.
* **Interceptor:** When a creature you can see hits a target that is within 5 feet of you with an Attack, you can use your Reaction to reduce the damage the target takes by 1d10 + your Proficiency Bonus (to a minimum of 0 damage). You must be using a Shield or a weapon to use this Reaction.
* **Protector:** When a creature you can see attacks a target other than you within 5 feet of you, you can use your Reaction to impose Disadvantage on the Attack roll. You must be holding a Shield.
* **Sniper:** You gain a +2 bonus to Damage rolls with Ranged weapons.
* **Tactician:** You learn 1 maneuver of your choice from among those available to the Battle Master Archetype. If a maneuver requires your target to make a Saving Throw, the DC equals 8 + your Proficiency Bonus + your choice of Strength or Dexterity modifier. You gain 1 Superiority Die which is a D6 (this die is added to any Superiority Dice you have from another source). This Die is used to fuel your maneuvers. A Superiority Die is expended when you use it. You regain your expended Superiority Dice when you finish a Short or Long rest.
* **Throwing Expert:** You may draw a weapon that has the Thrown property as part of an Attack you make with it. In addition, when you hit with a ranged Attack using a Thrown weapon, you gain a +1 bonus to the damage roll.

## **Second Wind**

On your turn you can use a Bonus Action to regain Hit Points equal to 1d10 + your Fighter level. You must finish a Short or Long Rest before you can do it again.

## **Action Surge**

Starting at 2nd level you may take 1 additional Action on top of your regular Action + Bonus Action. You must finish a Short or Long Rest before you can do it again. Starting at 17th level, you can do it twice before a Rest, but only once per Turn.

## **Martial Archetype**

**At 3rd level you choose an archetype that you strive to emulate with your techniques. It grants you features at various levels.**

* Arcane Archer: An innately talented individual from Brightfort or Valerun.
* Banneret: A noble who inspires their soldiers to great deeds by their presence.
* Battle Master: A specialised tactician and duelist.
* Brute: A crude & instinctual, but powerful warrior.
* Cavalier: The epitome of knightly grace.
* Champion: Hardened, professional soldiers.
* Eldritch Knight: A member of the Militant Order of the Church of Unis.
* Monster Hunter: Driven and dedicated foes of evil.
* Samurai: A noble of Ori walking the Way of the Warrior.
* Scout: An essential part of of any military force.
* Sharpshooter: An example of what real dedication to skill can do.

**Martial Archetypes are covered in more detail at the bottom of this page.**

## **Ability Score Improvement**

When you reach various levels you can increase 1 Ability score of your choice by 2, increase 2 Ability scores of your choice by 1 or you can pick 1 Feat. You can't increase an Ability score above 20 using this feature.

Whenever you gain this feature, you can also replace one of your Skill Proficiencies from any class with another offered by the Fighter class at 1st level. This change represents one of your Skills atrophying as you focus on others.

## **Extra Attack**

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 3 when you reach 11th level in this class then 4 at 20th. level in this class.

## **Indomitable**

At 9th level, you can reroll a failed Saving Throw. If you do so you must use the new roll & 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 & 3 times at 17th.

## **Arcane Archer**

***Restriction: Background from Daria or Valerun.***

At 3rd level, if you are from Brightfort you gain Proficiency in the Arcana skill & learn the Prestidigitation cantrip **OR** the Nature skill & Druidcraft cantrip if from Valerun.

### Arcane Shot

At 3rd level you learn 2 Arcane Shot options of your choice. Once per Turn, when you fire an arrow from a Short 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't involve an Attack roll. You have 2 uses of this ability & you regain all expended uses of it when you finish a Short or Long Rest. You 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.

### Magic Arrow

At 7th level, whenever you fire a nonmagical arrow from a Short or Longbow, you can make it magical for the purpose of overcoming Resistance and Immunity to nonmagical attacks & damage. The magic fades from the arrow immediately after it hits or misses its target.

### Curving Shot

At 7th level, when you make an Attack roll with a magic arrow & miss, you can use a Bonus Action to reroll the Attack roll against a different target within 60 feet of the original.

### Ever-Ready Shot

Starting at 15th level, if you roll Initiative & have no uses of Arcane Shot remaining, you regain 1 use of it.

### Arcane Shot Options

The options are all magical effects. If an option requires a Saving Throw, your Arcane Shot save DC equals 8 + your Proficiency Bonus + your Intelligence modifier.

* **Banishing Arrow:** The creature hit by the arrow must also succeed on a Charisma Saving Throw or be Banished. While Banished in this way, the target's speed is 0 & 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. After you reach 18th level in this class, a target also takes 2D6 Force damage when the arrow hits it.
* **Beguiling Arrow:** The creature hit by the arrow takes an extra 2D6 Psychic damage & 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. The Psychic damage increases to 4D6 when you reach 18th level in this class.
* **Bursting Arrow:** Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2D6 Force damage each. The Force damage increases to 4D6 when you reach 18th level in this class.
* **Enfeebling 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. The Necrotic damage increases to 4D6 when you reach 18th level in this class.
* **Grasping Arrow:** The creature hit by the arrow is wreathed in brambles and takes an extra 2D6 Poison damage, its speed is reduced by 10 feet & it takes 2D6 slashing damage the first time on each turn it moves 1' 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. The Poison & Slashing damage both increase to 4D6 when you reach 18th level in this class.
* **Piercing Arrow:** When you use this option, you don't make an Attack roll for the attack. Instead, the arrow shoots forward in a line 1' wide & 30' 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. The Piercing damage increases to 2D6 when you reach 18th level in this class.
* **Seeking Arrow:** When you use this option, you don't 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 & ignoring Half & Three-Quarters cover. If the target is within the weapon's range & 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 & you learn the target's current location. On a successful Save, the target takes half as much damage & you don't learn its location. The Force damage increases to 2D6 when you reach 18th level in this class.
* **Shadow Arrow:** The creature hit by the arrow takes an extra 2D6 Psychic damage & must succeed on a Wisdom saving throw or be Blinded until the start of your next turn. The Psychic damage increases to 4d6 when you reach 18th level in this class.

### Rallying Cry

At 3rd level, when you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your Fighter level, provided that the creature can see or hear you.

### Royal Envoy

At 7th level, you gain Proficiency in the Persuasion skill. If you are already proficient in it, you gain Proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation or Performance. Your Proficiency Bonus is doubled for any Ability Check you make that uses Persuasion. You receive this benefit regardless of the skill Proficiency you gain from this feature.

### Inspiring Surge

Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon Attack with its Reaction, provided that it can see or hear you. Starting at 18th level, you can choose 2 allies within 60 feet of you, rather than 1.

### Bulwark

Beginning at 15th level, when you decide to use Indomitable to reroll an Intelligence, Wisdom, or Charisma Saving Throw & you aren't Incapacitated, you can choose one ally within 60 feet of you that also failed its Saving Throw against the same effect. If that creature can see or hear you, it can reroll its Saving Throw & must use the new roll.

## **Battle Master**

### Combat Superiority:

#### Maneuvers

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

You learn 2 additional maneuvers of your choice at 7th, 10th & 15th level. Each time you learn new maneuvers, you can also replace a maneuver you know with a different one.

#### Superiority Dice

You start with 4D8 superiority dice & you expend 1 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 & 1 more at 15th level.

#### Saving Throws

Some of your maneuvers require your target to make a Saving Throw, the DC is calculated as follows:

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

### Student of War

At 3rd level, you gain Proficiency with one type of Tool of your choice.

### 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 2 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)

### 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 0 superiority dice, you get 1 superiority die back.

### Maneuvers

The maneuvers are presented in alphabetical order...

* **Ambush:** When you make a Dexterity (Stealth) check or Initiative roll, you can expend 1 Superiority Die & add the number rolled to the roll.
* **Bait and Switch:** When you’re within 5 feet of an ally on your Turn, you can expend 1 Superiority Die & switch places with that ally, provided you spend at least 5 feet of movement. This movement doesn’t provoke Opportunity Attacks. Roll the Superiority Die & add the number rolled to the ally's AC until the start of your next Turn.
* **Brace:** When an enemy you can see moves within 5 feet of you you can use your Reaction to expend 1 Superiority Die & make 1 weapon Attack against that creature. If you hit, add the number rolled to the Attack’s damage roll.
* **Commander's Strike:** When you take the Attack action on your turn, you can forgo 1 of your Attacks and use a Bonus Action to direct 1 of your companions to strike. When you do so, choose a friendly creature who can see or hear you & expend 1 Superiority Die. That creature can immediately use its reaction to make 1 weapon attack, adding the number roled 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 Strength 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 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'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 Strength 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.
* **Restraining Strike:** Immediately after you hit a creature with a melee weapon Attack on your Turn, you can expend 1 Superiority Die & use a Bonus Action to Grapple it. Add the number rolled to your Strength (Athletics) check & the target is also Restrained when Grappled this way.
* **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.
* **Silver Tongue:** When you make a Charisma (Deception) or Charisma (Persuasion) check, you can expend 1 Superiority Die & add the number rolled to the Ability check.
* **Snipe:** As a Bonus Action, you can expend 1 Superiority Die & make a ranged weapon Attack. You can draw a Thrown weapon as part of making this attack as a Free Action. If you hit, add the number rolled to the attack’s damage roll.
* **Studious Eye:** When you make a Wisdom (Insight) or Intelligence (Investigation) check, you can expend 1 Superiority Die & add the number rolled to the Ability check.
* **Sweeping Attack:** When 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.
* **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 Strength saving throw or be knocked prone.

## **Brute**

### Brute Force

Starting at 3rd level, whenever you hit with a weapon that you're Proficient with, the weapon's damage increases by an amount based on your level in this class, as shown on the Brute Bonus Dice table.

#### Brute Bonus Damage

 8-12
 13-16
 17-20

### Brutish Durability

Beginning at 5th level, whenever you make a Saving Throw you may roll your Brute Bonus Dice and add the number rolled to the total. If applying this bonus to a Death Saving Throw makes the total 20 or higher, you gain the benefits of rolling a 20 on the d20.

### Additional Fighting Style

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

### Devastating Critical

At 15th level, when you score a critical hit with a weapon Attack, you gain a bonus to that weapon's damage roll equal to your level in this class

### Survivor

At 20th level, at the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don't gain this benefit if you have 0 hit points or if you have more than half of your hit points left.

## **Cavalier**

### Bonus Proficiencies

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.

### Born to the Saddle

Starting at 3rd level, you have Advantage on Saving Throws made to avoid falling off your mount. If you fall off your mount no more than 10', you can land on your feet if you're not Incapacitated.

Finally, mounting or dismounting a creature costs you only 5' of movement, rather than half your speed.

### Unwavering Mark

Starting at 3rd level, 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.

While it is within 5 feet of you, a creature marked by you has Disadvantage on any Attack roll that doesn't target you.

In 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 & if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level.

Regardless 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) & regain all expended uses of it when you finish a Long Rest.

### Warding Maneuver

At 7th level, 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're using a melee weapon or a Shield. Roll the die & add the number rolled to the target's AC against that Attack. If the Attack still hits, the target has Resistance against the Attack's damage. You can use this feature a number of times equal to your Constitution modifier (minimum of once) & you regain all expended uses of it when you finish a Long rest.

### Hold the Line

At 10th level, creatures provoke an Opportunity Attack from you when they move 5 feet or more while within your reach & if you hit a creature with an Opportunity Attack, you can reduce the target's speed to 0 until the end of the current Turn.

### Ferocious Charger

Starting at 15th level, if you move at least 10 feet in a straight line right before attacking a creature & 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.

### Vigilant Defender

Starting at 18th level, in combat, you get a special Reaction that you can take once on every creature's Turn, except your turn. You can use this special Reaction only to make an Opportunity Attack & you can't use it on the same turn that you take your normal Reaction.

## **Champion**

### Improved Critical

Starting at 3rd level, your weapon 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 Strength, Dexterity or Constitution 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 Strength 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 weapon attacks score a critical hit on a roll of 18-20.

### Survivor

At 18th level, 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.

## **Eldritch Knight**

***Restriction: Member of the Militant Order of the Church of Unis.***

The Eldritch Knights are small in number but great in both influence & power within Daria. Dedicated warriors in service to Unis, they uphold her ideals in much the same way as Paladins of more direct Gods, pursuing the Ways of Wizard & Warrior in equal measure, dedicated to the defence of the Art, its secrets & their God.

### Cantrips

You start with 2 cantrips from the Wizard Spell List & at level 10 you gain a 3rd.

### Spell Slots

The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your Wizard spells of 1st level & 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.

### Spells Known

You know 3 1st level spells from the Wizard Spell List of your choice. 2 must come from the evocation &/or abjuration spell schools. The 3rd spell can be from any Wizard school of magic.

The Eldritch Knight table shows when you learn more Wizard spells of 1st level or higher. Each of these spells must be from the abjuration or evocation schools & of a level for which you have spell slots.

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

Whenever you gain a level in the Fighter Class, you can replace 1 of the Wizard spells you know with another of your choice from the Wizard Spell List. These must be of a level for which you have spell slots as well as be from the abjuration &/or evocation schools, unless you're replacing a spell you gained at 3rd, 8th, 14th or 20th level.

### Spellcasting Ability

Intelligence is your spellcasting ability for your Wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability.

**Spell Save DC:** 8 + Proficiency Bonus + Intelligence modifier.

**Spell Attack Modifier:** Proficiency Bonus + Intelligence modifier.

### Weapon Bond

Over the course of 1 hour short rest, you can bond a weapon to you. Once bonded, you cannot be disarmed unless you are incapacitated and if the weapon is on the same plane of existence, you can summon it to your hand as a bonus action. You can bond up to two weapons at once.

### War Magic

At level 7, when you use your Action to cast a cantrip & you can then make 1 weapon Attack as a Bonus Action.

### Eldritch Strike

At level 10 any creature you hit with a weapon Attack has Disadvantage on its next Save it makes against a spell you cast before the end of your next Turn.

### Arcane Charge

At level 15, you can Teleport up to 30' to a space you can see when using your Action Surge. The teleport may take place before or after the Action Surge.

### Improved War Magic

At level 18 when you use your Action to cast any spell you can then make 1 weapon Attack as a Bonus Action.

## **Monster Hunter**

### Bonus Proficiencies

At 3rd level you gain Proficiency in two of the following skills of your choice: Arcana, History, Insight, Investigation, Nature or Perception. You may take Proficiency with a Tool of your choice in place of one skill choice.

### Combat Superiority

At 3rd level you gain a set of abilities that are fueled by special dice called superiority dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it but you regain them all when you finish a short or long rest. You gain another superiority die at 10th level and one more at 17th level. You can expend superiority dice to gain a number of different benefits:

* When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
* When you damage a creature with a weapon attack, you can expend one superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save.
* When you make an Intelligence, Wisdom, or Charisma saving throw, you can expend one superiority die to add it to the roll. You can use this feature only before you learn if the save succeeded or failed.
* When you make a Wisdom (Perception) check to detect a hidden creature or object, or Wisdom (Insight) check to determine if someone is lying, you can expend one superiority die to add it to the roll. You can use this feature after seeing the total but before learning if you succeeded or failed.

### Hunter's Mysticism

At 6th level, you can cast Detect Magic as a ritual. You can cast Protection from Evil and Good, but you cannot cast it again with this feature until you finish a long rest. Wisdom is your spellcasting ability for these spells. In addition, you gain the ability to speak one of the following languages of your choice: Abyssal, Deep Speech, or Infernal.

### Monster Slayer

At 9th level, whenever you expend superiority dice to add to a damage roll, you can expend up to 2 dice, adding both to the roll. Both dice are expended as normal. If the target of your attack is an Aberration, Monstrosity, Fiend or Undead, you deal maximum damage with both dice, instead of rolling them.

### Improved Combat Superiority

At 12th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

### Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.

## **Samurai**

***Restriction: Noble background from Ori.***

### Bonus Proficiency

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.

### Fighting Spirit

Starting at 3rd level, 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. You can use this feature three times, and you regain all expended uses of it when you finish a long rest.

### Elegant Courtier

Starting at 7th level, whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier. You also gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

### Tireless Spirit

Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.

### Rapid Strike

Starting at 15th 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.

### Strength Before Death

Starting at 18th level, if you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious and immediately take an extra 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. Once you use this feature, you can't use it again until you finish a long rest.

## **Scout**

### Bonus Proficiencies

At 3rd level, you gain proficiency in three of the following skills of your choice: Acrobatics, Athletics, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You can choose to gain proficiency with thieves' tools in place of one skill choice.

### Combat Superiority

At 3rd level, 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 long or short rest. You gain another superiority die at 7th level and one more at 15th level. You can expend superiority dice to gain a number of different benefits:

* When you make a check that allows you to apply your proficiency in Athletics, Nature, Perception, Stealth, or Survival, you can expend one superiority die to bolster the check. Add half the number rolled on the superiority die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful.
* When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
* If you are hit by an attack while wearing light or medium armor, you can expend one superiority die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it.

### Natural Explorer

At 3rd level, you gain the ranger class feature of the same name, with the following alteration:

### Improved Combat Superiority

At 10th level, your superiority dice turn into d10s. At 17th level, they turn into d12s.

### Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

## **Sharpshooter**

### Steady Aim

At 3rd level, your aim becomes deadly. As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you're wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target:

* The attacks ignore half and three-quarters cover .
* On each hit, the weapon deals additional damage to the target equal to 2 + half your fighter level.

You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.

### Careful Eyes

Starting at 7th level, you can take the Search action as a bonus action. You also gain proficiency in the Perception, Investigation, or Survival skill (choose one).

### Close-Quarters Shooting

At 10th level, making a ranged attack roll while within 5 feet of an enemy doesn't impose disadvantage on your roll. In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can't take reactions until the end of this turn.

### Rapid Strike

Starting at 15th level, if you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.

### Snap Shot

Starting at 18th level, if you take the Attack action on your first turn of a combat, you can make one additional ranged weapon attack as part of that action.