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| |} | | |} |
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| ==Vanilla==
| | = Vanilla = |
| <tabber> | | <tabber> |
| |-|Banneret= | | |-|Banneret= |
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| <blockquote> | | <blockquote> |
| Bannerets are paragons of valor and leadership who protect the innocent and rally fellow adventurers to the causes of justice and freedom. Many are knights serving in Seland, Westrana, Eskram, Garond, or other lands across Onos. They wander the realms as knights errant, taking the fight against evil beyond their kingdom's borders. | | Bannerets are paragons of valor and leadership who protect the innocent and rally fellow adventurers to the causes of justice and freedom. Many are knights serving in Seland, Westrana, Eskram, Garond, or other lands across Onos. They wander the realms as knights errant, taking the fight against evil beyond their kingdom's borders. |
| | | </blockquote> |
| A Banneret relies on judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers. A lone Banneret is a skilled warrior, but when leading a band of allies one of these warriors can transform even a poorly equipped militia into a ferocious war band. | | A Banneret relies on judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers. A lone Banneret is a skilled warrior, but when leading a band of allies one of these warriors can transform even a poorly equipped militia into a ferocious war band. |
| </blockquote>
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| ===Level 3: Knightly Envoy=== | | === Level 3: Knightly Envoy === |
| You know how to conduct yourself with grace as a noble ambassador. You gain the following benefits. | | You know how to conduct yourself with grace as a noble ambassador. You gain the following benefits. |
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| * '''Well Spoken:''' You gain proficiency in one of the following skills of your choice: Insight, Intimidation, Persuasion, or Performance. | | * '''Well Spoken:''' You gain proficiency in one of the following skills of your choice: Insight, Intimidation, Persuasion, or Performance. |
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| ===Level 3: Group Recovery=== | | === Level 3: Group Recovery === |
| When you use your Second Wind to regain Hit Points, you can choose a number of allies within a 30-foot Emanation originating from yourself, up to a number of allies equal to your Charisma modifier (minimum of one). Each of those allies regains Hit Points equal to 1d4 plus your Fighter level. Once you use this ability, you can't use it again until you finish a Short or Long Rest. | | When you use your Second Wind to regain Hit Points, you can choose a number of allies within a 30-foot Emanation originating from yourself, up to a number of allies equal to your Charisma modifier (minimum of one). Each of those allies regains Hit Points equal to 1d4 plus your Fighter level. Once you use this ability, you can't use it again until you finish a Short or Long Rest. |
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| ===Level 7: Team Tactics=== | | === Level 7: Team Tactics === |
| When you use Group Recovery, each chosen ally has Advantage on D20 Tests until the end of their next turn. | | When you use Group Recovery, each chosen ally has Advantage on D20 Tests until the end of their next turn. |
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| ===Level 10: Rallying Surge=== | | === Level 10: Rallying Surge === |
| When you use your Action Surge, you can choose allies within a 30-foot Emanation originating from yourself, up to a number of allies equal to your Charisma modifier (minimum of one). Each of those allies can immediately take a Reaction to use one of the following options: | | When you use your Action Surge, you can choose allies within a 30-foot Emanation originating from yourself, up to a number of allies equal to your Charisma modifier (minimum of one). Each of those allies can immediately take a Reaction to use one of the following options: |
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| * '''Move:''' The ally moves up to half its Speed without provoking an Opportunity Attack. | | * '''Move:''' The ally moves up to half its Speed without provoking an Opportunity Attack. |
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| ===Level 15: Shared Resilience=== | | === Level 15: Shared Resilience === |
| When an ally you can see within 60 feet of yourself fails a saving throw, you can take a Reaction to expend a use of your Indomitable feature. The ally can immediately reroll the saving throw with a bonus equal to your Fighter level; the ally must use the new roll. | | When an ally you can see within 60 feet of yourself fails a saving throw, you can take a Reaction to expend a use of your Indomitable feature. The ally can immediately reroll the saving throw with a bonus equal to your Fighter level; the ally must use the new roll. |
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| ===Level 18: Inspiring Commander=== | | === Level 18: Inspiring Commander === |
| You gain the following benefits. | | You gain the following benefits. |
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| </blockquote> | | </blockquote> |
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| ===Level 3: Combat Superiority=== | | === Level 3: Combat Superiority === |
| Your experience on the battlefield has refined your fighting techniques. You learn maneuvers that are fueled by special dice called Superiority Dice. | | Your experience on the battlefield has refined your fighting techniques. You learn maneuvers that are fueled by special dice called Superiority Dice. |
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| ====Maneuvers==== | | ==== Maneuvers ==== |
| You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. | | You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. |
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| You learn two additional maneuvers of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. | | You learn two additional maneuvers of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. |
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| ====Superiority Dice==== | | ==== Superiority Dice ==== |
| You have four Superiority Dice, which are d8s. A Superiority Die is expended when you use it. You regain all expended Superiority Dice when you finish a Short or Long Rest. | | You have four Superiority Dice, which are d8s. A Superiority Die is expended when you use it. You regain all expended Superiority Dice when you finish a Short or Long Rest. |
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| You gain an additional Superiority Die when you reach Fighter levels 7 (five dice total) and 15 (six dice total). | | You gain an additional Superiority Die when you reach Fighter levels 7 (five dice total) and 15 (six dice total). |
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| ====Saving Throws==== | | ==== Saving Throws ==== |
| If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus. | | If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus. |
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| ===Level 3: Student of War=== | | === Level 3: Student of War === |
| You gain proficiency with one type of Artisan's Tools of your choice, and you gain proficiency in one skill of your choice from the skills available to Fighters at level 1. | | You gain proficiency with one type of Artisan's Tools of your choice, and you gain proficiency in one skill of your choice from the skills available to Fighters at level 1. |
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| ===Level 7: Know Your Enemy=== | | === Level 7: Know Your Enemy === |
| As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are. | | As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are. |
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| Once you use this feature, you can't do so again until you finish a Long Rest. You can also restore a use of the feature by expending one Superiority Die (no action required). | | Once you use this feature, you can't do so again until you finish a Long Rest. You can also restore a use of the feature by expending one Superiority Die (no action required). |
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| ===Level 10: Improved Combat Superiority=== | | === Level 10: Improved Combat Superiority === |
| Your Superiority Die becomes a d10. | | Your Superiority Die becomes a d10. |
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| ===Level 15: Relentless=== | | === Level 15: Relentless === |
| Once per turn, when you use a maneuver, you can roll 1d8 and use the number rolled instead of expending a Superiority Die. | | Once per turn, when you use a maneuver, you can roll 1d8 and use the number rolled instead of expending a Superiority Die. |
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| ===Level 18: Ultimate Combat Superiority=== | | === Level 18: Ultimate Combat Superiority === |
| Your Superiority Die becomes a d12. | | Your Superiority Die becomes a d12. |
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| <span style="font-variant:small-caps"><sup>Player's Handbook 2024</sup></span> | | <span style="font-variant:small-caps"><sup>Player's Handbook 2024</sup></span> |
| <blockquote> | | <blockquote> |
| A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor. | | ''A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.'' |
| </blockquote> | | </blockquote> |
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| ===Level 3: Improved Critical=== | | === Level 3: Improved Critical === |
| Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20. | | Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20. |
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| ===Level 3: Remarkable Athlete=== | | === Level 3: Remarkable Athlete === |
| Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks. | | Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks. |
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| In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks. | | In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks. |
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| ===Level 7: Additional Fighting Style=== | | === Level 7: Additional Fighting Style === |
| You gain another Fighting Style feat of your choice. | | You gain another Fighting Style feat of your choice. |
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| ===Level 10: Heroic Warrior=== | | === Level 10: Heroic Warrior === |
| The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it. | | The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it. |
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| ===Level 15: Superior Critical=== | | === Level 15: Superior Critical === |
| Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18–20 on the d20. | | Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18–20 on the d20. |
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| ===Level 18: Survivor=== | | === Level 18: Survivor === |
| You attain the pinnacle of resilience in battle, giving you these benefits. | | You attain the pinnacle of resilience in battle, giving you these benefits. |
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| Zeile 117: |
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| <span style="font-variant:small-caps"><sup>Player's Handbook 2024</sup></span> | | <span style="font-variant:small-caps"><sup>Player's Handbook 2024</sup></span> |
| <blockquote> | | <blockquote> |
| Mage Knights combine the martial mastery common to all Fighters with a careful study of magic. Their spells both complement and extend their combat skills, providing additional protection to shore up their armor and also allowing them to engage many foes at once with explosive magic. | | ''Mage Knights combine the martial mastery common to all Fighters with a careful study of magic. Their spells both complement and extend their combat skills, providing additional protection to shore up their armor and also allowing them to engage many foes at once with explosive magic.'' |
| </blockquote> | | </blockquote> |
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| ===Level 3: Spellcasting=== | | === Level 3: Spellcasting === |
| You have learned to cast spells. | | You have learned to cast spells. |
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| ====Cantrips==== | | ==== Cantrips ==== |
| You know two cantrips of your choice from the Wizard spell list (see that class's section for its list). Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the Wizard spell list. | | You know two cantrips of your choice from the Wizard spell list (see that class's section for its list). Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the Wizard spell list. |
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| When you reach Fighter level 10, you learn another Wizard cantrip of your choice. | | When you reach Fighter level 10, you learn another Wizard cantrip of your choice. |
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| ====Spell Slots==== | | ==== Spell Slots ==== |
| The Mage Knight Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. | | The Mage Knight Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. |
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| {| class="wikitable" | | {| class="wikitable" |
| | |- |
| ! Mage Knight Level !! Cantrips Known !! Spells Prepared !! 1st !! 2nd !! 3rd !! 4th | | ! Mage Knight Level !! Cantrips Known !! Spells Prepared !! 1st !! 2nd !! 3rd !! 4th |
| |- | | |- |
| | 1 || 2 || — || — || — || — || — | | | 1 || 2 || — || — || — || — || — |
| |- | | |- |
| | 2 || 2 || — || — || — || — || — | | | 2 || 2 || — || — || — || — || — |
| |- | | |- |
| | 3 || 2 || 3 || 2 || — || — || — | | | 3 || 2 || 3 || 2 || — || — || — |
| |- | | |- |
| | 4 || 2 || 4 || 3 || — || — || — | | | 4 || 2 || 4 || 3 || — || — || — |
| |- | | |- |
| | 5 || 2 || 4 || 3 || — || — || — | | | 5 || 2 || 4 || 3 || — || — || — |
| |- | | |- |
| | 6 || 2 || 4 || 3 || — || — || — | | | 6 || 2 || 4 || 3 || — || — || — |
| |- | | |- |
| | 7 || 2 || 5 || 4 || 2 || — || — | | | 7 || 2 || 5 || 4 || 2 || — || — |
| |- | | |- |
| | 8 || 2 || 6 || 4 || 2 || — || — | | | 8 || 2 || 6 || 4 || 2 || — || — |
| |- | | |- |
| | 9 || 2 || 6 || 4 || 2 || — || — | | | 9 || 2 || 6 || 4 || 2 || — || — |
| |- | | |- |
| | 10 || 3 || 7 || 4 || 3 || — || — | | | 10 || 3 || 7 || 4 || 3 || — || — |
| Zeile 175: |
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| |} | | |} |
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| ====Prepared Spells of Level 1+==== | | ==== Prepared Spells of Level 1+ ==== |
| You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Wizard spell list. | | You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Wizard spell list. |
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| The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Mage Knight Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Fighter, your list of prepared spells can include five Wizard spells of levels 1 and 2 in any combination. | | The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Mage Knight Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Fighter, your list of prepared spells can include five Wizard spells of levels 1 and 2 in any combination. |
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| ====Changing your Prepared Spells==== | | ==== Changing your Prepared Spells ==== |
| Whenever you gain a Fighter level, you can replace one spell on your list with another Wizard spell for which you have spell slots. | | Whenever you gain a Fighter level, you can replace one spell on your list with another Wizard spell for which you have spell slots. |
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| ====Spellcasting Ability==== | | ==== Spellcasting Ability ==== |
| Intelligence is your spellcasting ability for your Wizard spells. | | Intelligence is your spellcasting ability for your Wizard spells. |
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| ====Spellcasting Focus==== | | ==== Spellcasting Focus ==== |
| You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells. | | You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells. |
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| ===Level 3: War Bond=== | | === Level 3: War Bond === |
| 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. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which someone else is attuned. | | 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. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which someone else is attuned. |
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| You can have up to two bonded weapons, but you can summon only one at a time with a Bonus Action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. | | You can have up to two bonded weapons, but you can summon only one at a time with a Bonus Action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. |
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| ===Level 7: War Magic=== | | === Level 7: War Magic === |
| When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action. | | When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action. |
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| ===Level 10: Exposing Strike=== | | === Level 10: Exposing Strike === |
| You learn how to make your weapon strikes undercut a creature's ability to withstand your spells. When you hit a creature with an attack using a weapon, that creature has Disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. | | You learn how to make your weapon strikes undercut a creature's ability to withstand your spells. When you hit a creature with an attack using a weapon, that creature has Disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. |
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| ===Level 15: Arcane Charge=== | | === Level 15: Arcane Charge === |
| When you use your Action Surge, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action. | | When you use your Action Surge, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action. |
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| ===Level 18: Improved War Magic=== | | === Level 18: Improved War Magic === |
| When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard spells that has a casting time of an action. | | When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard spells that has a casting time of an action. |
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| |-|Psi Warrior= | | |-|Psi Warrior= |
| Zeile 215: |
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| </blockquote> | | </blockquote> |
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| ===Level 3: Psionic Power=== | | === Level 3: Psionic Power === |
| You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel powers you have from this subclass. The Psi Warrior Energy Dice table shows the die size and number of these dice you have when you reach certain Fighter levels. | | You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel powers you have from this subclass. The Psi Warrior Energy Dice table shows the die size and number of these dice you have when you reach certain Fighter levels. |
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| {| class="wikitable" | | {| class="wikitable" |
| | |- |
| ! Fighter Level !! Die Size !! Number | | ! Fighter Level !! Die Size !! Number |
| |- | | |- |
| | 3 || D6 || 4 | | | 3 || D6 || 4 |
| |- | | |- |
| | 5 || D8 || 6 | | | 5 || D8 || 6 |
| |- | | |- |
| | 9 || D8 || 8 | | | 9 || D8 || 8 |
| |- | | |- |
| | 11 || D10 || 8 | | | 11 || D10 || 8 |
| Zeile 242: |
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| * '''Telekinetic Movement:''' You can move an object or a creature with your mind. As a Magic action, choose one target you can see within 30 feet of yourself; the target must be a loose object that is Large or smaller or one willing creature other than you. You transport the target up to 30 feet to an unoccupied space you can see. Alternatively, if the target is a Tiny object, you can transport it to or from your hand. Once you take this action, you can't do so again until you finish a Short or Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it. | | * '''Telekinetic Movement:''' You can move an object or a creature with your mind. As a Magic action, choose one target you can see within 30 feet of yourself; the target must be a loose object that is Large or smaller or one willing creature other than you. You transport the target up to 30 feet to an unoccupied space you can see. Alternatively, if the target is a Tiny object, you can transport it to or from your hand. Once you take this action, you can't do so again until you finish a Short or Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it. |
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| ===Level 7: Telekinetic Adept=== | | === Level 7: Telekinetic Adept === |
| You have mastered new ways to use your telekinetic abilities, detailed below. | | You have mastered new ways to use your telekinetic abilities, detailed below. |
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| Zeile 248: |
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| * '''Telekinetic Thrust:''' When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw (DC 8 plus your Intelligence modifier and Proficiency Bonus). On a failed save, you can give the target the Prone condition or transport it up to 10 feet horizontally. | | * '''Telekinetic Thrust:''' When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw (DC 8 plus your Intelligence modifier and Proficiency Bonus). On a failed save, you can give the target the Prone condition or transport it up to 10 feet horizontally. |
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| ===Level 10: Guarded Mind=== | | === Level 10: Guarded Mind === |
| You have Resistance to Psychic damage. Moreover, if you start your turn with the Charmed or Frightened condition, you can expend a Psionic Energy Die (no action required) and end every effect on yourself giving you those conditions. | | You have Resistance to Psychic damage. Moreover, if you start your turn with the Charmed or Frightened condition, you can expend a Psionic Energy Die (no action required) and end every effect on yourself giving you those conditions. |
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| ===Level 15: Bulwark of Force=== | | === Level 15: Bulwark of Force === |
| You can shield yourself and others with telekinetic force. As a Bonus Action, you can choose creatures, including yourself, within 30 feet of yourself, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures has Half Cover for 1 minute or until you have the Incapacitated condition. | | You can shield yourself and others with telekinetic force. As a Bonus Action, you can choose creatures, including yourself, within 30 feet of yourself, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures has Half Cover for 1 minute or until you have the Incapacitated condition. |
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| Once you use this feature, you can't do so again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it. | | Once you use this feature, you can't do so again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it. |
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| ===Level 18: Telekinetic Master=== | | === Level 18: Telekinetic Master === |
| You always have the Telekinesis spell prepared. With this feature, you can cast it without a spell slot or components, and your spellcasting ability for it is Intelligence. On each of your turns while you maintain Concentration on it, including the turn when you cast it, you can make one attack with a weapon as a Bonus Action. | | You always have the Telekinesis spell prepared. With this feature, you can cast it without a spell slot or components, and your spellcasting ability for it is Intelligence. On each of your turns while you maintain Concentration on it, including the turn when you cast it, you can make one attack with a weapon as a Bonus Action. |
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| Zeile 262: |
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| </tabber> | | </tabber> |
| | | = Experimentell = |
| ==Experimentell==
| |
| <tabber> | | <tabber> |
| |-|Gunslinger= | | |-|Gunslinger= |
| <span style="font-variant:small-caps"><sup>Kevkus-Homebrew</sup></span> | | <span style="font-variant:small-caps"><sup>Kevkus Homebrew</sup></span> |
| | | === Level 3: Quickdraw === |
| ===Level 3: Quickdraw=== | |
| You are fast as lightning in a shootout. You can draw and stow up to two weapons when you roll initiative and whenever you take an action on your turn. Additionally, you do not need a free hand to reload weapons with the loading or reload properties and can do so as an interaction. | | You are fast as lightning in a shootout. You can draw and stow up to two weapons when you roll initiative and whenever you take an action on your turn. Additionally, you do not need a free hand to reload weapons with the loading or reload properties and can do so as an interaction. |
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| ===Level 3: High-Roller=== | | === Level 3: High-Roller === |
| The critical hit range for your attacks made with firearms is modified by your Proficiency Bonus, up to a critical hit on a roll of 14-20. | | The critical hit range for your attacks made with firearms is modified by your Proficiency Bonus, up to a critical hit on a roll of 14-20. |
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| Additionally, the misfire value of all your firearms is increased by half your Proficiency Bonus (rounded up), up to a maximum of +3. | | Additionally, the misfire value of all your firearms is increased by half your Proficiency Bonus (rounded up), up to a maximum of +3. |
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| ===Level 7: Run-and-Gun=== | | === Level 7: Run-and-Gun === |
| As a bonus action during your turn you can choose to roll away from danger you can see. If you do so, you can move exactly 10 feet as a bonus action provided there is no obstacle like objects, creatures or walls in the direction you chose. You ignore any opportunity attacks that would normally occur and receive no penalties for moving through difficult terrain in this way. | | As a bonus action during your turn you can choose to roll away from danger you can see. If you do so, you can move exactly 10 feet as a bonus action provided there is no obstacle like objects, creatures or walls in the direction you chose. You ignore any opportunity attacks that would normally occur and receive no penalties for moving through difficult terrain in this way. |
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| Additionally, you can make a melee weapon attacks with weapons that have the firearm property as a bonus action. You are considered proficient when attacking this way and on a successful hit you deal 1d4 bludgeoning damage and your ranged weapon attacks against that target don't have disadvantage due to being too close until the end of your turn. | | Additionally, you can make a melee weapon attacks with weapons that have the firearm property as a bonus action. You are considered proficient when attacking this way and on a successful hit you deal 1d4 bludgeoning damage and your ranged weapon attacks against that target don't have disadvantage due to being too close until the end of your turn. |
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| ===Level 10: Overwatch=== | | === Level 10: Overwatch === |
| You can use your action to focus a number of creatures and assume a reactive stance to gain a number of reactions equal to the amount of attacks you could perform when you take the Attack action. These additional reactions can only be used to take the Attack action as described in this feat. | | You can use your action to focus a number of creatures and assume a reactive stance to gain a number of reactions equal to the amount of attacks you could perform when you take the Attack action. These additional reactions can only be used to take the Attack action as described in this feat. |
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| Zeile 292: |
Zeile 290: |
| You use your Combat Superiority DC for these effects. | | You use your Combat Superiority DC for these effects. |
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| ===Level 15: Final Stand=== | | === Level 15: Final Stand === |
| When you are reduced to 0 hit points and don’t die outright, you can make an attack roll at an enemy before you fall unconscious. If the attack hits, you gain hit points equal to 1d12 + your Fighter level. Once you use this feature, you cannot use it again until you complete a short or long rest. | | When you are reduced to 0 hit points and don’t die outright, you can make an attack roll at an enemy before you fall unconscious. If the attack hits, you gain hit points equal to 1d12 + your Fighter level. Once you use this feature, you cannot use it again until you complete a short or long rest. |
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| ===Level 18: The Wild West=== | | === Level 18: The Wild West === |
| You are the pinnacle of a gunslinger and can reliably call your shots. Before you make an attack roll you can declare this attack to be a critical hit. This attack bypasses any effects that would effect whether or not you would critically hit your target. | | You are the pinnacle of a gunslinger and can reliably call your shots. Before you make an attack roll you can declare this attack to be a critical hit. This attack bypasses any effects that would effect whether or not you would critically hit your target. |
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| Zeile 301: |
Zeile 299: |
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| |-|Arcane Archer= | | |-|Arcane Archer= |
| <span style="font-variant:small-caps"><sup>Kevkus-Adapted-Homebrew</sup></span>
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| <blockquote> | | <blockquote> |
| An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery. | | ''An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.'' |
| </blockquote> | | </blockquote> |
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| ===Level 3: Arcane Archer Lore=== | | === Level 3: Arcane Archer Lore === |
| You learn magical theory or some of the secrets of nature—typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip. | | You learn magical theory or some of the secrets of nature—typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip. |
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| ===Level 3: Arcane Shot=== | | === Level 3: Arcane Shot === |
| You learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see "Arcane Shot Options" below). | | You learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see "Arcane Shot Options" below). |
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| Zeile 316: |
Zeile 313: |
| 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. | | 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. |
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| ====Arcane Shot Options==== | | ==== Arcane Shot Options^XGE^ ==== |
| The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic. | | The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic. |
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| If an option requires a saving throw, your Arcane Shot save DC is calculated as follows: | | If an option requires a saving throw, your Arcane Shot save DC is calculated as follows: |
| Arcane Shot save DC = 8 + Intelligence modifier + Proficiency Bonus | | Arcane Shot save DC = 8 + Intelligence modifier + Proficiency Bonus |
| =====Banishing Arrow===== | | ==== {.tabset} ==== |
| | ##### Banishing Arrow |
| You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. 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, and 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. | | You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. 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, and 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. |
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| After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it. | | After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it. |
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| =====Beguiling Arrow=====
| | ##### Beguiling Arrow |
| Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and 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. | | Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and 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. |
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| The psychic damage increases to 4d6 when you reach 18th level in this class. | | The psychic damage increases to 4d6 when you reach 18th level in this class. |
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| =====Bursting Arrow=====
| | ##### Bursting Arrow |
| You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each. | | You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each. |
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| The force damage increases to 4d6 when you reach 18th level in this class. | | The force damage increases to 4d6 when you reach 18th level in this class. |
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| =====Enfeebling Arrow=====
| | ##### Enfeebling Arrow |
| You weave necromantic magic into your 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. | | You weave necromantic magic into your 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. |
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| The necrotic damage increases to 4d6 when you reach 18th level in this class. | | The necrotic damage increases to 4d6 when you reach 18th level in this class. |
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| =====Grasping Arrow=====
| | ##### Grasping Arrow |
| When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot 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. | | When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot 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. |
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| The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class. | | The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class. |
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| =====Piercing Arrow=====
| | ##### Piercing Arrow |
| You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet 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. | | You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet 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. |
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| The piercing damage increases to 2d6 when you reach 18th level in this class. | | The piercing damage increases to 2d6 when you reach 18th level in this class. |
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| =====Seeking Arrow=====
| | ##### Seeking Arrow |
| Using divination magic, you grant your arrow the ability to seek out a target. 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 and ignoring three-quarters cover and half cover. If the target is within the weapon's range and 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, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location. | | Using divination magic, you grant your arrow the ability to seek out a target. 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 and ignoring three-quarters cover and half cover. If the target is within the weapon's range and 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, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location. |
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| The force damage increases to 2d6 when you reach 18th level in this class. | | The force damage increases to 2d6 when you reach 18th level in this class. |
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| =====Shadow Arrow=====
| | ##### Shadow Arrow |
| You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn. | | You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn. |
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| The psychic damage increases to 4d6 when you reach 18th level in this class. | | The psychic damage increases to 4d6 when you reach 18th level in this class. |
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| ===Level 7: Magic Arrow=== | | === Level 7: Magic Arrow === |
| You gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a bow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target. | | You gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a bow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target. |
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| ===Level 10: Curving Shot=== | | === Level 10: Curving Shot === |
| You learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target. | | You learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target. |
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| ===Level 15: Ever-Ready Shot=== | | === Level 15: Ever-Ready Shot === |
| Your magical archery is available whenever battle starts. You can expend one of your Superiority Die to use your Arcane Shot feature if you have no uses of it left. | | Your magical archery is available whenever battle starts. You can expend one of your Superiority Die to use your Arcane Shot feature if you have no uses of it left. |
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| ===Level 18: Fusion Shot=== | | === Level 18: Fusion Shot === |
| Your mastery allows you to intertwine your magic for a potent attack. You can choose to apply two Arcane Shots options with one attack. You can use this feature once before you need to finish a short or long rest. | | Your mastery allows you to intertwine your magic for a potent attack. You can choose to apply two Arcane Shots options with one attack. You can use this feature once before you need to finish a short or long rest. |
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| </tabber> | | </tabber> |
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| | [[Kategorie:Klassen]] |
| | [[Kategorie:Klasse:Fighter]] |