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Fighter/Feats: Unterschied zwischen den Versionen

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Die Seite wurde neu angelegt: „{| class="table" style="width:100%" |- ! style="width:20%"|Übersicht ! style="width:20%"|Feats ! style="width:20%"|Subklassen ! style="width:20%"|Fighting Styles ! style="width:20%"|Maneuver |} ==Level 1: Fighting Style== You gain a [Fighting Style](/Klassen/Fighter/Fighting_Style) feat of your choice. Whenever you gain a Fighter level, you can replace…“
 
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==Level 1: Fighting Style==
==Level 1: Fighting Style==
You gain a [Fighting Style](/Klassen/Fighter/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.
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==
==Level 1: Second Wind==
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==Level 9: Tactical Master==
==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.
* '''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.
* '''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.
* '''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==
==Level 10: Subclass Feature==

Version vom 24. April 2026, 15:08 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.