Fighter
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| <a href="#ubersicht">Übersicht</a> | <a href="#feats">Feats</a> | <a href="#fighting-styles">Fighting Styles</a> | <a href="#maneuvers">Maneuvers</a> | <a href="#subclasses">Subclasses</a> |
|---|
Übersicht
| Level | Proficiency Bonus | Features | Second Wind | Action Surge | Indomitable |
|---|---|---|---|---|---|
| 1st | +2 | Fighting Style, Second Wind, Combat Mastery | 2 | 1 | — |
| 2nd | +2 | Action Surge, Tactical Mind | 2 | 1 | — |
| 3rd | +2 | Martial Archetype | 2 | 1 | — |
| 4th | +2 | Ability Score Improvement | 3 | 1 | — |
| 5th | +3 | Extra Attack, Tactical Shift | 3 | 1 | — |
| 6th | +3 | Ability Score Improvement | 3 | 1 | — |
| 7th | +3 | Subclass Feature | 3 | 1 | — |
| 8th | +3 | Ability Score Improvement | 3 | 1 | — |
| 9th | +4 | Indomitable, Tactical Master | 3 | 1 | — |
| 10th | +4 | Subclass Feature | 4 | 1 | — |
| 11th | +4 | Two Extra Attacks | 4 | 1 | — |
| 12th | +4 | Ability Score Improvement | 4 | 1 | — |
| 13th | +5 | Indomitable, Studied Attacks | 4 | 1 | 2 |
| 14th | +5 | Ability Score Improvement | 4 | 1 | 2 |
| 15th | +5 | Subclass Feature | 4 | 1 | 2 |
| 16th | +5 | Ability Score Improvement | 4 | 1 | 2 |
| 17th | +6 | Action Surge, Indomitable | 4 | 2 | 3 |
| 18th | +6 | Subclass Feature | 4 | 2 | 3 |
| 19th | +6 | Ability Score Improvement | 4 | 2 | 3 |
| 20th | +6 | Three Extra Attacks | 4 | 2 | 3 |
- Primary Ability: Strength or Dexterity
- Hit Dice: 1d12 per Fighter level
- Hit Points at 1st Level: 12 + your Constitution Modifier
- Hit Points per additional Fighter Level: 1d12 (or 7) + your Constitution Modifier
- Strength
- Constitution
- Acrobatics
- Animal Handling
- Athletics
- History
- Insight
- Intimidation
- Persuasion
- Perception
- Survival
- Simple Weapons
- Martial Weapons
- Light Armor
- Medium Armor
- Heavy Armor
- Shields
Du fängst mit den folgenden Gegenständen an, plus allem, was dein Hintergrund hergibt.
- (a) Schuppenrüstung oder (b) Lederrüstung
- (a) eine beliebige Waffe und ein beliebiges Schild oder (b) zwei beliebige Waffen
- (a) eine Armbrust und 20 Bolzen oder (b) ein Langbogen mit 20 Pfeilen
- Ein Explorer's Pack und 4 Javelins
Alternativ kannst du die Ausrüstung deiner Klasse ignorieren und mit 155
starten.
To qualify for a new class, you must have a score of at least 13 in the primary ability of the new class and your current classes.
- Weapon Proficiencies: Martial Weapons
- Armor Training: Light Armor, Medium Armor, and Shields
Ein Mensch in klirrender Plattenrüstung hält seinen Schild vor sich, während er auf die versammelten Goblins zuläuft. Ein Elf hinter ihr, der in eine genoppte Lederrüstung gekleidet ist, pfeffert die Goblins mit Pfeilen aus seinem exquisiten Bogen ab. Der Halb-Ork in der Nähe ruft Befehle und hilft den beiden Kämpfern, ihren Angriff bestmöglich zu koordinieren.
Ein Zwerg im Kettenhemd stellt seinen Schild zwischen die Keule des Ogers und seinen Gefährten und schlägt den tödlichen Schlag zur Seite. Seine Begleiterin, eine Halbelfin in Schuppenrüstung, schwingt zwei Krummsäbel in einem blendenden Wirbel, während sie den Oger umkreist und nach einer Schwachstelle in seiner Verteidigung sucht.
Ein Gladiator kämpft in einer Arena, ein Meister im Umgang mit Dreizack und Netz, geschickt darin, Feinde zu stürzen und sie zur Freude der Menge - und zu seinem eigenen taktischen Vorteil - zu bewegen. Das Schwert seines Gegners erstrahlt in blauem Licht, kurz bevor sie ihn mit einem Blitz erschlägt.
Alle diese Helden sind Kämpfer, die vielleicht vielfältigste Klasse von Charakteren in der Welt von Dungeons & Dragons. Streifende Ritter, erobernde Herrscher, königliche Champions, Elite-Fußsoldaten, abgehärtete Söldner und Banditenkönige - als Kämpfer haben sie alle eine unvergleichliche Beherrschung von Waffen und Rüstungen und ein gründliches Wissen über die Fertigkeiten des Kampfes gemeinsam. Und sie sind mit dem Tod bestens vertraut, sowohl im Umgang mit ihm als auch im trotzigen Blick auf ihn.
Kämpfer lernen die Grundlagen aller Kampfstile. Jeder Kämpfer kann eine Axt schwingen, mit einem Rapier fechten, ein Lang- oder Großschwert führen, einen Bogen benutzen und sogar Feinde mit einem gewissen Maß an Geschick in einem Netz fangen. Ebenso ist ein Kämpfer geschickt im Umgang mit Schilden und jeder Art von Rüstung. Über diese Grundkenntnisse hinaus hat sich jeder Kämpfer auf einen bestimmten Kampfstil spezialisiert. Einige konzentrieren sich auf das Bogenschießen, andere auf den Kampf mit zwei Waffen gleichzeitig und wieder andere auf die Ergänzung ihrer Kampffähigkeiten durch Magie. Diese Kombination aus umfassenden allgemeinen Fähigkeiten und umfassender Spezialisierung macht die Kämpfer zu überlegenen Kämpfern auf dem Schlachtfeld und in den Kerkern.
Nicht jedes Mitglied der Stadtwache, der Dorfmiliz oder der Armee der Königin ist ein Kämpfer. Die meisten dieser Truppen sind relativ untrainierte Soldaten, die nur über die grundlegendsten Kampfkenntnisse verfügen. Veteranensoldaten, Offiziere, ausgebildete Leibwächter, engagierte Ritter und ähnliche Personen sind Kämpfer.
Einige Kämpfer fühlen sich dazu hingezogen, ihre Ausbildung als Abenteurer zu nutzen. Das Erforschen von Kerkern, das Töten von Monstern und andere gefährliche Arbeiten, die unter Abenteurern üblich sind, sind für einen Kämpfer zur zweiten Natur geworden und unterscheiden sich nicht allzu sehr von dem Leben, das er oder sie hinter sich gelassen hat. Es gibt vielleicht größere Risiken, aber auch viel größere Belohnungen - nur wenige Kämpfer in der Stadtwache haben zum Beispiel die Möglichkeit, ein magisches Flammenzungenschwert zu entdecken.
Wenn du deinen Kämpfer erstellst, denke über zwei verwandte Elemente des Hintergrunds deines Charakters nach: Wo hast du deine Kampfausbildung erhalten und was unterscheidet dich von den gewöhnlichen Kriegern um dich herum? Warst du besonders rücksichtslos? Hast du zusätzliche Hilfe von einem Mentor bekommen, vielleicht wegen deiner außergewöhnlichen Hingabe? Was hat dich überhaupt zu dieser Ausbildung getrieben? Eine Bedrohung für Ihr Heimatland, Rachedurst oder das Bedürfnis, sich zu beweisen, könnten alles Faktoren gewesen sein.
Vielleicht hast du eine formelle Ausbildung in der Armee eines Adligen oder in einer örtlichen Miliz genossen. Vielleicht wurdest du in einer Kriegsakademie ausgebildet und hast dort Strategie, Taktik und Militärgeschichte gelernt. Oder du bist vielleicht Autodidakt - ungeschliffen, aber gut erprobt. Hast du zum Schwert gegriffen, um den Einschränkungen des Lebens auf einem Bauernhof zu entkommen, oder folgst du einer stolzen Familientradition? Wo hast du deine Waffen und Rüstungen erworben? Vielleicht waren es militärische Ausrüstungsgegenstände oder Familienerbstücke, vielleicht hast du aber auch jahrelang gespart, um sie zu kaufen. Deine Waffen gehören jetzt zu deinen wichtigsten Besitztümern - die einzigen Dinge, die zwischen dir und der Umarmung des Todes stehen.
Von allen Abenteurern in den Welten von D&D ist der Kämpfer vielleicht das größte Paradoxon. Einerseits besteht eine Besonderheit der Klasse darin, dass keine zwei Kämpfer ihr Handwerk auf die gleiche Art und Weise ausüben; ihre Waffen, Rüstungen und Taktiken unterscheiden sich in einem breiten Spektrum. Andererseits liegt der Motivation eines jeden Kämpfers, unabhängig von den verwendeten Werkzeugen und Methoden, dieselbe Grundwahrheit zugrunde: Es ist besser, zu verletzen als verwundet zu werden.
Manche Abenteurer riskieren ihr Leben, um für Ruhm oder Schätze zu kämpfen, andere sind in erster Linie um das Wohl anderer besorgt. Sie legen mehr Wert auf das Wohl der Gesellschaft, des Dorfes oder der Gruppe als auf ihre eigene Sicherheit. Selbst wenn Gold im Spiel ist, besteht die wahre Belohnung für die meisten Kämpfer darin, ihre Feinde ins Verderben zu schicken.
In den folgenden Abschnitten findest du Möglichkeiten, deinem Kämpfercharakter ein wenig Tiefe und eine persönliche Note zu verleihen.
Kämpfer kämpfen in der Regel für eine bestimmte Sache. Manche kämpfen im Namen von Königreichen, die von Monstern belagert werden, während andere nur nach persönlichem Ruhm streben. In jedem Fall trägt ein Kämpfer oft ein Wappen, das diese Sache repräsentiert, entweder das Symbol einer Nation oder einer königlichen Linie oder ein Wappen, das seine eigenen Interessen repräsentiert.
Dein Charakter könnte mit einer Organisation oder einer Sache verbunden sein und daher bereits unter einer Art Banner reisen. Wenn das nicht der Fall ist, solltest du dir ein Wappen ausdenken, das einen Aspekt deines Wesens symbolisiert oder deine Aufgabe in der Welt zum Ausdruck bringt.
<thead> </thead> <tbody> </tbody>| d6 | Heraldisches Zeichen |
|---|---|
| 1 | Ein zügelloser goldener Drache auf einem grünen Feld, der Tapferkeit und das Streben nach Reichtum symbolisiert. |
| 2 | Die Faust eines Sturmriesen, der einen Blitz vor einer Gewitterwolke umklammert, als Symbol für Zorn und Macht. |
| 3 | Gekreuzte Großschwerter vor einem Burgtor, die die Verteidigung einer Stadt oder eines Königreichs symbolisieren. |
| 4 | Ein Totenkopf mit einem Dolch durchbohrt, der das Verhängnis symbolisiert, das du deinen Feinden bringst. |
| 5 | Ein Phönix in einem Feuerring, Ausdruck eines unbeugsamen Geistes. |
| 6 | Drei Blutstropfen unter einer waagerechten Schwertklinge auf schwarzem Grund, die drei Feinde symbolisieren, die zu töten du geschworen hast. |
Manche Kämpfer sind von Natur aus Kämpfer, die ein Talent zum Überleben im Kampf haben. Andere lernten die Grundlagen ihrer Kampffähigkeiten in ihren jungen Jahren beim Militär oder in einer anderen Kampforganisation, wo sie von den Führern der Gruppe unterrichtet wurden.
Ein dritter Typ von Kämpfern kommt aus den Reihen derjenigen, die von einem erfahrenen Veteranen des Handwerks Einzelunterricht erhalten haben. Dieser Ausbilder war oder ist vielleicht immer noch sehr versiert in einem bestimmten Aspekt des Kampfes, der mit dem Hintergrund des Schülers zusammenhängt.
Wenn du dich dafür entscheidest, dass dein Charakter einen individuellen Ausbilder hatte, was ist die Spezialität dieser Person? Kämpfst du nach dem Vorbild deines Ausbilders oder hast du die Lehren deines Ausbilders übernommen und für deine Zwecke angepasst?
<thead> </thead> <tbody> </tbody>| d6 | Ausbilder |
|---|---|
| 1 | Gladiator. Dein Ausbilder war ein Sklave, der für die Freiheit in der Arena gekämpft hat, oder einer, der sich freiwillig für das Leben eines Gladiators entschieden hat, um Geld und Ruhm zu verdienen. |
| 2 | Militär. Dein Ausbilder hat mit einer Gruppe von Soldaten gedient und weiß viel über die Arbeit im Team. |
| 3 | Stadtwache. Die Kontrolle von Menschenmengen und die Friedenssicherung sind die Spezialgebiete deines Ausbilders. |
| 4 | Stammeskrieger. Dein Ausbilder wuchs in einem Stamm auf, in dem der Kampf um das eigene Leben praktisch zum Alltag gehörte. |
| 5 | Straßenkämpfer. Dein Ausbilder ist ein hervorragender Stadtkämpfer, der Nahkampf mit Lautlosigkeit und Effizienz verbindet. |
| 6 | Waffenmeister. Dein Mentor hat dir geholfen, mit der von dir gewählten Waffe eins zu werden, indem er dir hochspezialisiertes Wissen darüber vermittelte, wie du sie am effektivsten einsetzen kannst. |
Viele Kämpfer heben sich von ihren Mitstreitern ab, indem sie einen bestimmten Stil oder eine bestimmte Methode der Kampfführung annehmen und perfektionieren. Obwohl dieser Stil ein natürlicher Auswuchs der Persönlichkeit eines Kämpfers sein kann, ist das nicht immer der Fall - die allgemeine Einstellung einer Person zur Welt diktiert nicht notwendigerweise, wie diese Person agiert, wenn es um ihr Leben geht.
Hast du einen Kampfstil, der deine Lebenseinstellung widerspiegelt, oder wird etwas anderes in dir freigesetzt, wenn du die Waffen zückst?
<thead> </thead> <tbody> </tbody>| d6 | Stil |
|---|---|
| 1 | Elegant. Du bewegst dich mit präziser Anmut und absoluter Kontrolle und verbrauchst nie mehr Energie als nötig. |
| 2 | Brutal. Deine Angriffe prasseln wie Hammerschläge auf deine Gegner ein, um Knochen zu zersplittern oder Blut zu vergießen. |
| 3 | Gerissen. Du greifst genau im richtigen Moment an und nutzt kleine Taktiken, um die Chancen zu deinen Gunsten zu verändern. |
| 4 | Mühelos. Du kommst selten ins Schwitzen und zeigst im Kampf nur einen stoischen Gesichtsausdruck. |
| 5 | Energetisch. Du singst und lachst während des Kampfes, wenn dein Geist aufsteigt. Du bist am glücklichsten, wenn du einen Feind vor dir hast und eine Waffe in der Hand hältst. |
| 6 | Finster. Du grinst und höhnst während des Kampfes und genießt es, deine Feinde zu verspotten, wenn du sie besiegst. |
Feats
Level 1: Fighting Style
You gain a <a href="/index.php/Fighter#Fighting_Styles">Fighting Style</a> 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 <a href="/Feats/Combat_Feats">Combat Feat</a>. 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.
Fighting Styles
Blind Fighting
You have Blindsight with a range of 10 feet.
Deadshot
You gain a +2 bonus to attack rolls you make with Ranged weapons.
Defense
While you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.
Dueling
When you're holding a Melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat one 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.
Interception
When a creature you can see hits another creature within 5 feet of you with an attack roll, you can take a Reaction to reduce the damage dealt to the target by 1d10 plus your Proficiency Bonus. You must be holding a Shield or a Simple or Martial weapon to use this Reaction.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction to interpose your Shield if you're holding one. You impose Disadvantage on the triggering attack roll and all other attack rolls against the target until the start of your next turn if you remain within 5 feet of the target.
Thrown Weapon Fighting
When you hit with a ranged attack roll using a weapon that has the Thrown property, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage.
Unarmed Fighting
When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d6 plus your Strength modifier instead of the normal damage of an Unarmed Strike. If you aren't holding any weapons or a Shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 Bludgeoning damage to one creature Grappled by you.
Maneuvers
The maneuvers are presented here in alphabetical order.
Ambush
When you make a Dexterity (Stealth) check or an Initiative roll, you can expend one Superiority Die and add the die to the roll, unless you have the Incapacitated condition.
Bait and Switch
When you're within 5 feet of a creature on your turn, you can expend one Superiority Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn't have the Incapacitated condition. This movement doesn't provoke Opportunity Attacks.
Roll the Superiority Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Commander's Strike
When you take the Attack action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding the Superiority Die to the attack's damage roll on a hit.
Commanding Presence
When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Superiority Die and add that die to the roll.
Disarming Attack
When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to disarm the target. Add the Superiority Die roll to the attack's damage roll. The target must succeed on a Strength saving throw or drop one object of your choice that it's holding, with the object landing in its space.
Distracting Strike
When you hit a creature with an attack roll, you can expend one Superiority Die to distract the target. Add the Superiority Die roll to the attack's damage roll. The next attack roll against the target by an attacker other than you has Advantage if the attack is made before the start of your next turn.
Evasive Footwork
As a Bonus Action, you can expend one Superiority Die and take the Disengage action. You also roll the die and add the number rolled to your AC until the start of your next turn.
Feinting Attack
As a Bonus Action, you can expend one Superiority Die to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the Superiority Die to the attack's damage roll.
Goading Attack
When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to goad the target into attacking you. Add the Superiority Die to the attack's damage roll. The target must succeed on a Wisdom saving throw or have Disadvantage on attack rolls against targets other than you until the end of your next turn.
Lunging Attack
As a Bonus Action, you can expend one Superiority Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Superiority Die to the attack's damage roll.
Maneuvering Attack
When you hit a creature with an attack roll, you can expend one Superiority Die to maneuver one of your comrades into another position. Add the Superiority Die roll to the attack's damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack.
Menacing Attack
When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to frighten the target. Add the Superiority Die to the attack's damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.
Parry
When another creature damages you with a melee attack roll, you can take a Reaction and expend one Superiority Die to reduce the damage by the number you roll on your Superiority Die plus your Strength or Dexterity modifier (your choice).
Precision Attack
When you miss with an attack roll, you can expend one Superiority Die, roll that die, and add it to the attack roll, potentially causing the attack to hit.
Pushing Attack
When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to drive the target back. Add the Superiority Die to the attack's damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.
Rally
As a Bonus Action, you can expend one Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll plus half your Fighter level (round down).
Riposte
When a creature misses you with a melee attack roll, you can take a Reaction and expend one Superiority Die to make a melee attack roll with a weapon or an Unarmed Strike against the creature. If you hit, add the Superiority Die to the attack's damage.
Sweeping Attack
When you hit a creature with a melee attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to damage another creature. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Superiority Die. The damage is of the same type dealt by the original attack.
Tactical Assessment
When you make an Intelligence (History or Investigation) check or a Wisdom (Insight) check, you can expend one Superiority Die and add that die to the ability check.
Trip Attack
When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die and add the die to the attack's damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.
Subclasses
Vanilla
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.
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.
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 Group Recovery, each chosen ally has Advantage on D20 Tests until the end of their next turn.
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.
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.
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.
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.
Your experience on the battlefield has refined your fighting techniques. You learn maneuvers that are fueled by special dice called Superiority Dice.
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.
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).
If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.
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.
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).
Your Superiority Die becomes a d10.
Once per turn, when you use a maneuver, you can roll 1d8 and use the number rolled instead of expending a Superiority Die.
Your Superiority Die becomes a d12.
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.
Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.
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.
You gain another Fighting Style feat of your choice.
The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.
Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18–20 on the d20.
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.
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.
You have learned to cast spells.
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.
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.
<thead> </thead> <tbody> </tbody>| 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 |
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.
Whenever you gain a Fighter level, you can replace one spell on your list with another Wizard spell for which you have spell slots.
Intelligence is your spellcasting ability for your Wizard spells.
You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells.
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.
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.
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.
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 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.
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.
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.
<thead> </thead> <tbody> </tbody>| 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.
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.
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 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.
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
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.
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.
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.
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.
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.
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.
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 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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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 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.
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 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.