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= Level 1: Fighting Style = | |||
You gain a [Fighting Style] | You gain a [[Fighter/Fighting_Styles|Fighting Style]] feat of your choice. Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat. | ||
= Level 1: Second Wind = | |||
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d12 plus your Fighter level. | You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d12 plus your Fighter level. | ||
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When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table. | When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table. | ||
= Level 1: Combat Mastery = | |||
Your knowledge of battle is superior to others. Choose one [Combat Feat](/Feats/Combat_Feats). You gain the benefits of that feat, but not the Ability Score Improvement. | Your knowledge of battle is superior to others. Choose one [Combat Feat](/Feats/Combat_Feats). You gain the benefits of that feat, but not the Ability Score Improvement. | ||
= Level 2: Action Surge = | |||
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. | 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 can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn. | Once you use this feature, you can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn. | ||
= Level 2: Tactical Mind = | |||
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended. | You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended. | ||
= Level 3: Martial Archetype = | |||
You gain a Fighter subclass of your choice. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass's features that are of your Fighter level or lower. | You gain a Fighter subclass of your choice. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass's features that are of your Fighter level or lower. | ||
= Level 4: Ability Score Improvement = | |||
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, 16 and 19. | You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, 16 and 19. | ||
= Level 5: Extra Attack = | |||
You can attack twice instead of once whenever you take the Attack action on your turn. | You can attack twice instead of once whenever you take the Attack action on your turn. | ||
= Level 5: Tactical Shift = | |||
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks. | Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks. | ||
= Level 6: Ability Score Improvement = | |||
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. | You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. | ||
= Level 7: Subclass Feature = | |||
You gain a feature from your Fighter Subclass. | You gain a feature from your Fighter Subclass. | ||
= Level 8: Ability Score Improvement = | |||
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. | You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. | ||
= Level 9: Indomitable = | |||
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest. | If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. 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 before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17. | You can use this feature twice before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17. | ||
= Level 9: Tactical Master = | |||
When you attack with a weapon you can choose one of the following effects. | When you attack with a weapon you can choose one of the following effects. | ||
* '''Push:''' On a hit you push the creature up to 10 feet straight away from you if it is large or smaller. | |||
* '''Sap:''' On a hit the target has disadvantage on their first attack roll made before the end of its next turn. | |||
* '''Slow:''' On a hit you can reduce the speed of the target by 10 feet until the end of its next turn. This effect does not stack. | |||
= Level 10: Subclass Feature = | |||
You gain a feature from your Fighter Subclass. | You gain a feature from your Fighter Subclass. | ||
= Level 11: Two Extra Attacks = | |||
You can attack three times instead of once whenever you take the Attack action on your turn. | You can attack three times instead of once whenever you take the Attack action on your turn. | ||
= Level 12: Ability Score Improvement = | |||
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. | You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. | ||
= Level 13: Indomitable = | |||
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest. | If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. 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 before a Long Rest and three times before a Long Rest starting at level 17. | You can use this feature twice before a Long Rest and three times before a Long Rest starting at level 17. | ||
= Level 13: Studied Attacks = | |||
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn. | You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn. | ||
= Level 14: Ability Score Improvement = | |||
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. | You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. | ||
= Level 15: Subclass Feature = | |||
You gain a feature from your Fighter Subclass. | You gain a feature from your Fighter Subclass. | ||
= Level 16: Ability Score Improvement = | |||
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. | You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. | ||
= Level 17: Action Surge = | |||
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. | 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 can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn. | Once you use this feature, you can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn. | ||
= Level 18: Subclass Feature = | |||
You gain a feature from your Fighter Subclass. | You gain a feature from your Fighter Subclass. | ||
= Level 19: Ability Score Improvement = | |||
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. | You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. | ||
= Level 20: Three Extra Attacks = | |||
You can attack four times instead of once whenever you take the Attack action on your turn. | You can attack four times instead of once whenever you take the Attack action on your turn. | ||
[[Kategorie:Klassen]] | |||
[[Kategorie:Klasse:Fighter]] | |||
Aktuelle Version vom 24. April 2026, 15:46 Uhr
| Übersicht | Feats | Subklassen | Fighting Styles | Maneuver |
|---|
Level 1: Fighting Style
You gain a Fighting Style feat of your choice. Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
Level 1: Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d12 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Level 1: Combat Mastery
Your knowledge of battle is superior to others. Choose one [Combat Feat](/Feats/Combat_Feats). You gain the benefits of that feat, but not the Ability Score Improvement.
Level 2: Action Surge
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 can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.
Level 2: Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Level 3: Martial Archetype
You gain a Fighter subclass of your choice. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass's features that are of your Fighter level or lower.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, 16 and 19.
Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 5: Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Level 6: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 7: Subclass Feature
You gain a feature from your Fighter Subclass.
Level 8: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9: Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. 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 before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.
Level 9: Tactical Master
When you attack with a weapon you can choose one of the following effects.
- Push: On a hit you push the creature up to 10 feet straight away from you if it is large or smaller.
- Sap: On a hit the target has disadvantage on their first attack roll made before the end of its next turn.
- Slow: On a hit you can reduce the speed of the target by 10 feet until the end of its next turn. This effect does not stack.
Level 10: Subclass Feature
You gain a feature from your Fighter Subclass.
Level 11: Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Level 12: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13: Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. 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 before a Long Rest and three times before a Long Rest starting at level 17.
Level 13: Studied Attacks
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
Level 14: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 15: Subclass Feature
You gain a feature from your Fighter Subclass.
Level 16: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17: Action Surge
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 can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.
Level 18: Subclass Feature
You gain a feature from your Fighter Subclass.
Level 19: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 20: Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.