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Fighter/Subklassen

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Übersicht Feats Subklassen Fighting Styles Maneuver

Vanilla

Forgotten Realms: Heroes of Faerun

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.

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.

Level 3: Knightly Envoy

You know how to conduct yourself with grace as a noble ambassador. You gain the following benefits.

  • Comprehension: You can cast the Comprehend Languages spell but only as a Ritual. Charisma is your spellcasting ability for it.
  • Polyglot: You learn one language from the language tables in the Player's Handbook. When you finish a Long Rest, you can replace a language learned from this benefit with another language you have heard, seen signed, or read in the past 24 hours.
  • Well Spoken: You gain proficiency in one of the following skills of your choice: Insight, Intimidation, Persuasion, or Performance.

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.

Level 7: Team Tactics

When you use Group Recovery, each chosen ally has Advantage on D20 Tests until the end of their next turn.

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:

  • Attack: The ally makes one attack with a weapon or an Unarmed Strike.
  • Move: The ally moves up to half its Speed without provoking an Opportunity Attack.

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.

Level 18: Inspiring Commander

You gain the following benefits.

  • Bolstered Rally: The area of effect for both Group Recovery and Rallying Surge is now a 60-foot Emanation.
  • Unshakable Bravery: You have Immunity to the Charmed and Frightened conditions.

Player's Handbook 2024

Battle Masters are students of the art of battle, learning martial techniques passed down through generations. The most accomplished Battle Masters are well-rounded figures who combine their carefully honed combat skills with academic study in the fields of history, theory, and the arts.

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.

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 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.

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 gain an additional Superiority Die when you reach Fighter levels 7 (five dice total) and 15 (six dice total).

Saving Throws

If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.

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.

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.

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).

Level 10: Improved Combat Superiority

Your Superiority Die becomes a d10.

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.

Level 18: Ultimate Combat Superiority

Your Superiority Die becomes a d12.

Player's Handbook 2024

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.

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.

Level 3: Remarkable Athlete

Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.

In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.

Level 7: Additional Fighting Style

You gain another Fighting Style feat of your choice.

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.

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.

Level 18: Survivor

You attain the pinnacle of resilience in battle, giving you these benefits.

  • Defy Death: You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it.
  • Heroic Rally: At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point.

Player's Handbook 2024

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.

Level 3: Spellcasting

You have learned to cast spells.

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.

When you reach Fighter level 10, you learn another Wizard cantrip of your choice.

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.

Mage Knight Level Cantrips Known Spells Prepared 1st 2nd 3rd 4th
1 2
2 2
3 2 3 2
4 2 4 3
5 2 4 3
6 2 4 3
7 2 5 4 2
8 2 6 4 2
9 2 6 4 2
10 3 7 4 3
11 3 8 4 3
12 3 8 4 3
13 3 9 4 3 2
14 3 10 4 3 2
15 3 10 4 3 2
16 3 11 4 3 3
17 3 11 4 3 3
18 3 11 4 3 3
19 3 12 4 3 3 1
20 3 13 4 3 3 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.

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.

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.

Spellcasting Ability

Intelligence is your spellcasting ability for your Wizard spells.

Spellcasting Focus

You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells.

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.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you have the Incapacitated condition. If it is on the same plane of existence, you can summon that weapon as a Bonus Action, causing it to teleport instantly to your hand.

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.

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.

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.

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.

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.

Player's Handbook 2024

Psi Warriors awaken the power of their minds to augment their physical might. They harness this psionic power to infuse their weapon strikes, lash out with telekinetic energy, and create barriers of mental force.

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.

Fighter Level Die Size Number
3 D6 4
5 D8 6
9 D8 8
11 D10 8
13 D10 10
17 D12 12

Any features in this subclass that use a Psionic Energy Die use only the dice from this subclass. Some of your powers expend the Psionic Energy Die, as specified in a power's description, and you can't use a power if it requires you to use a die when all your Psionic Energy Dice are expended.

You regain one of your expended Psionic Energy Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.

  • Protective Field: When you or another creature you can see within 30 feet of you takes damage, you can take a Reaction to expend one Psionic Energy Die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.
  • Psionic Strike: You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of yourself with an attack and deal damage to it with a weapon, you can expend one Psionic Energy Die, rolling it and dealing Force damage to the target equal to the number rolled plus your Intelligence modifier.
  • 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.

Level 7: Telekinetic Adept

You have mastered new ways to use your telekinetic abilities, detailed below.

  • Psi-Powered Leap: As a Bonus Action, you gain a Fly Speed equal to twice your Speed until the end of the current turn. Once you take this Bonus 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 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.

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.

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.

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.

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.

Once you cast the spell with this feature, you can't do so in this way again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.

Experimentell

Kevkus Homebrew

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.

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.

Additionally, the misfire value of all your firearms is increased by half your Proficiency Bonus (rounded up), up to a maximum of +3.

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.

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.

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.

Until the start of your next turn, if one of your targeted creatures makes a weapon attack against another target than yourself, casts a spell, or moves into or within your firearm's weapon range, you can immediately make an attack roll against it. On a hit, the following effects are imposed in addition to the attack's normal effects before the result of the creature's taken action is resolved.

  • If the attack was triggered by the target's movement, it must make a Constitution saving throw. On a failed save, its movement speed is reduced by 10 feet until the start of it's next turn.
  • If the attack was triggered by the creature making a weapon or spell attack, it must make a Constitution saving throw. On a failed save, it has disadvantage on attack rolls until the start of it's next turn.
  • If the attack was triggered by the creature forcing a saving throw, it must make a Constitution save. On a failed save, the target(s) of the saving throw have advantage to resist the effects.

You use your Combat Superiority DC for these effects.

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.

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.

Once you use this feature, you cannot use it again until you complete a short or long rest or spend a use of your second wind to instantly regain the use of feature.

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.

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.

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).

Once per turn when you fire an arrow from a bow 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 a number of uses of this ability equal to your Proficiency Bonus, and 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.

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.

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

{.tabset}

          1. 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.

After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.

          1. 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.

The psychic damage increases to 4d6 when you reach 18th level in this class.

          1. 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.

The force damage increases to 4d6 when you reach 18th level in this class.

          1. 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.

The necrotic damage increases to 4d6 when you reach 18th level in this class.

          1. 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.

The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.

          1. 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.

The piercing damage increases to 2d6 when you reach 18th level in this class.

          1. 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.

The force damage increases to 2d6 when you reach 18th level in this class.

          1. 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.

The psychic damage increases to 4d6 when you reach 18th level in this class.

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.

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.

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.

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.

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