Files
5etools-mirror-2.github.io/data/class/class-fighter.json
TheGiddyLimit 8117ebddc5 v1.198.1
2024-01-01 19:34:49 +00:00

3179 lines
103 KiB
JSON
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

{
"class": [
{
"name": "Fighter",
"source": "PHB",
"page": 70,
"srd": true,
"basicRules": true,
"hd": {
"number": 1,
"faces": 10
},
"proficiency": [
"str",
"con"
],
"optionalfeatureProgression": [
{
"name": "Fighting Style",
"featureType": [
"FS:F"
],
"progression": {
"1": 1
}
}
],
"startingProficiencies": {
"armor": [
"light",
"medium",
"heavy",
"{@item shield|phb|shields}"
],
"weapons": [
"simple",
"martial"
],
"skills": [
{
"choose": {
"from": [
"acrobatics",
"animal handling",
"athletics",
"history",
"insight",
"intimidation",
"perception",
"survival"
],
"count": 2
}
}
]
},
"startingEquipment": {
"additionalFromBackground": true,
"default": [
"(a) {@item chain mail|phb} or (b) {@item leather armor|phb}, {@item longbow|phb}, and {@item arrows (20)|phb|20 arrows}",
"(a) a {@filter martial weapon|items|source=phb|category=basic|type=martial weapon} and a {@item shield|phb} or (b) two {@filter martial weapons|items|source=phb|category=basic|type=martial weapon}",
"(a) a {@item light crossbow|phb} and {@item crossbow bolts (20)|phb|20 bolts} or (b) two {@item handaxe|phb|handaxes}",
"(a) a {@item dungeoneer's pack|phb} or (b) an {@item explorer's pack|phb}"
],
"goldAlternative": "{@dice 5d4 × 10|5d4 × 10|Starting Gold}",
"defaultData": [
{
"a": [
"chain mail|phb"
],
"b": [
"leather armor|phb",
"longbow|phb",
"arrows (20)|phb"
]
},
{
"a": [
{
"equipmentType": "weaponMartial"
},
"shield|phb"
],
"b": [
{
"equipmentType": "weaponMartial",
"quantity": 2
}
]
},
{
"a": [
"light crossbow|phb",
"crossbow bolts (20)|phb"
],
"b": [
{
"item": "handaxe|phb",
"quantity": 2
}
]
},
{
"a": [
"dungeoneer's pack|phb"
],
"b": [
"explorer's pack|phb"
]
}
]
},
"multiclassing": {
"requirements": {
"or": [
{
"str": 13,
"dex": 13
}
]
},
"proficienciesGained": {
"armor": [
"light",
"medium",
"{@item shield|phb|shields}"
],
"weapons": [
"simple",
"martial"
]
}
},
"classFeatures": [
"Fighting Style|Fighter||1",
"Second Wind|Fighter||1",
"Action Surge|Fighter||2",
{
"classFeature": "Martial Archetype|Fighter||3",
"gainSubclassFeature": true
},
"Ability Score Improvement|Fighter||4",
"Martial Versatility|Fighter||4|TCE",
"Extra Attack|Fighter||5",
"Ability Score Improvement|Fighter||6",
{
"classFeature": "Martial Archetype feature|Fighter||7",
"gainSubclassFeature": true
},
"Ability Score Improvement|Fighter||8",
"Indomitable|Fighter||9",
{
"classFeature": "Martial Archetype feature|Fighter||10",
"gainSubclassFeature": true
},
"Extra Attack (2)|Fighter||11",
"Ability Score Improvement|Fighter||12",
"Indomitable (two uses)|Fighter||13",
"Ability Score Improvement|Fighter||14",
{
"classFeature": "Martial Archetype feature|Fighter||15",
"gainSubclassFeature": true
},
"Ability Score Improvement|Fighter||16",
"Action Surge (two uses)|Fighter||17",
"Indomitable (three uses)|Fighter||17",
{
"classFeature": "Martial Archetype feature|Fighter||18",
"gainSubclassFeature": true
},
"Ability Score Improvement|Fighter||19",
"Extra Attack (3)|Fighter||20"
],
"subclassTitle": "Martial Archetype",
"fluff": [
{
"name": "Fighter",
"type": "section",
"entries": [
"A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.",
"A dwarf in chain mail interposes his shield between the ogre's club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.",
"A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd's delight\u2014and his own tactical advantage. His opponent's sword flares with blue light an instant before she sends lightning flashing forth to smite him.",
"All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings\u2014as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.",
{
"type": "entries",
"name": "Well-Rounded Specialists",
"entries": [
"Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike."
]
},
{
"type": "entries",
"name": "Trained for Danger",
"entries": [
"Not every member of the city watch, the village militia, or the queen's army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.",
"Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards\u2014few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example."
]
},
{
"type": "entries",
"name": "Creating a Fighter",
"entries": [
"As you build your fighter, think about two related elements of your character's background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors.",
"You might have enjoyed formal training in a noble's army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught\u2014unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions\u2014the only things that stand between you and death's embrace.",
{
"type": "entries",
"name": "Quick Build",
"entries": [
"You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution, or Intelligence if you plan to adopt the Eldritch Knight martial archetype. Second, choose the {@background soldier} background."
]
}
]
}
],
"source": "PHB",
"page": 70
},
{
"type": "section",
"entries": [
{
"type": "quote",
"entries": [
"Let me know when you're all done talking."
],
"by": "Tordek"
},
"Of all the adventurers in the worlds of D&D, the fighter is perhaps the greatest paradox. On the one hand, a singular feature of the class is that no two fighters ply their craft in quite the same way; their weapons, armor, and tactics differ across a vast spectrum. On the other hand, regardless of the tools and methods one uses, at the heart of every fighter's motivation lies the same basic truth: it is better to wound than to be wounded.",
"Although some adventuring fighters risk their lives fighting for glory or treasure, others are primarily concerned with the welfare of others. They put more value on the well-being of the society, the village, or the group than on their own safety. Even if there's gold in the offing, the true reward for most fighters comes from sending enemies to their doom.",
"The sections below offer ways to add a little depth and a few personal touches to your fighter character.",
{
"type": "entries",
"name": "Heraldic Sign",
"entries": [
"Fighters typically do battle for a cause. Some fight on behalf of kingdoms besieged by monsters, while others quest only for personal glory. In either case, a fighter often displays a heraldic sign that represents that cause, either adopting the symbol of a nation or a royal line, or creating a crest to represent one's self-interest.",
"Your character could be affiliated with an organization or a cause, and thus might already travel under a banner of some sort. If that's not the case, consider devising a heraldic sign that symbolizes an aspect of your nature or speaks to what you see as your purpose in the world.",
{
"type": "table",
"caption": "Heraldic Signs",
"colLabels": [
"{@dice d6}",
"Heraldic Signs"
],
"colStyles": [
"col-1 text-center",
"col-11"
],
"rows": [
[
{
"type": "cell",
"roll": {
"exact": 1
}
},
"A rampant golden dragon on a green field, representing valor and a quest for wealth"
],
[
{
"type": "cell",
"roll": {
"exact": 2
}
},
"The fist of a storm giant clutching lightning before a storm cloud, symbolizing wrath and power"
],
[
{
"type": "cell",
"roll": {
"exact": 3
}
},
"Crossed greatswords in front of a castle gate, signifying the defense of a city or kingdom"
],
[
{
"type": "cell",
"roll": {
"exact": 4
}
},
"A skull with a dagger through it, representing the doom you bring to your enemies"
],
[
{
"type": "cell",
"roll": {
"exact": 5
}
},
"A phoenix in a ring of fire, an expression of an indomitable spirit"
],
[
{
"type": "cell",
"roll": {
"exact": 6
}
},
"Three drops of blood beneath a horizontal sword blade on a black background, symbolizing three foes you have sworn to kill"
]
]
}
]
},
{
"type": "entries",
"name": "Instructor",
"entries": [
"Some fighters are natural-born combatants who have a talent for surviving in battle. Others learned the basics of their combat prowess in their formative years from spending time in a military or some other martial organization, when they were taught by the leaders of the group.",
"A third type of fighter comes from the ranks of those who received one-on-one instruction from an accomplished veteran of the craft. That instructor was, or perhaps still is, well versed in a certain aspect of combat that relates to the student's background.",
"If you decide that your character had an individual instructor, what is that person's specialty? Do you emulate your instructor in how you fight, or did you take the instructor's teachings and adapt them to your own purposes?",
{
"type": "table",
"caption": "Instructor",
"colLabels": [
"{@dice d6}",
"Instructor"
],
"colStyles": [
"col-1 text-center",
"col-11"
],
"rows": [
[
{
"type": "cell",
"roll": {
"exact": 1
}
},
"Gladiator. Your instructor was a slave who fought for freedom in the arena, or one who willingly chose the gladiator's life to earn money and fame."
],
[
{
"type": "cell",
"roll": {
"exact": 2
}
},
"Military. Your trainer served with a group of soldiers and knows much about working as a team."
],
[
{
"type": "cell",
"roll": {
"exact": 3
}
},
"City Watch. Crowd control and peacekeeping are your instructor's specialties."
],
[
{
"type": "cell",
"roll": {
"exact": 4
}
},
"Tribal Warrior. Your instructor grew up in a tribe, where fighting for one's life was practically an everyday occurrence."
],
[
{
"type": "cell",
"roll": {
"exact": 5
}
},
"Street Fighter. Your trainer excels at urban combat, combining close-quarters work with silence and efficiency."
],
[
{
"type": "cell",
"roll": {
"exact": 6
}
},
"Weapon Master. Your mentor helped you to become one with your chosen weapon, by imparting highly specialized knowledge of how to wield it most effectively."
]
]
}
]
},
{
"type": "entries",
"name": "Style",
"entries": [
"Many fighters distinguish themselves from their peers by adopting and perfecting a particular style or method of waging combat. Although this style might be a natural outgrowth of a fighter's personality, that's not always the case\u2014someone's approach to the world in general does not necessarily dictate how that person operates when lives are on the line.",
"Do you have a combat style that mirrors your outlook on life, or is something else inside you unleashed when weapons are drawn?",
{
"type": "table",
"caption": "Style",
"colLabels": [
"{@dice d6}",
"Style"
],
"colStyles": [
"col-1 text-center",
"col-11"
],
"rows": [
[
{
"type": "cell",
"roll": {
"exact": 1
}
},
"Elegant. You move with precise grace and total control, never using more energy than you need."
],
[
{
"type": "cell",
"roll": {
"exact": 2
}
},
"Brutal. Your attacks rain down like hammer blows, meant to splinter bone or send blood flying."
],
[
{
"type": "cell",
"roll": {
"exact": 3
}
},
"Cunning. You dart in to attack at just the right moment and use small-scale tactics to tilt the odds in your favor."
],
[
{
"type": "cell",
"roll": {
"exact": 4
}
},
"Effortless. You rarely perspire or display anything other than a stoic expression in battle."
],
[
{
"type": "cell",
"roll": {
"exact": 5
}
},
"Energetic. You sing and laugh during combat as your spirit soars. You are happiest when you have a foe in front of you and a weapon in hand."
],
[
{
"type": "cell",
"roll": {
"exact": 6
}
},
"Sinister. You scowl and sneer while fighting, and you enjoy mocking your foes as you defeat them."
]
]
}
]
}
],
"source": "XGE",
"page": 27
}
]
}
],
"subclass": [
{
"name": "Battle Master",
"shortName": "Battle Master",
"source": "PHB",
"className": "Fighter",
"classSource": "PHB",
"page": 73,
"optionalfeatureProgression": [
{
"name": "Maneuvers",
"featureType": [
"MV:B"
],
"progression": {
"3": 3,
"7": 5,
"10": 7,
"15": 9
}
}
],
"subclassFeatures": [
"Battle Master|Fighter||Battle Master||3",
"Additional Maneuvers|Fighter||Battle Master||7",
"Additional Superiority Die|Fighter||Battle Master||7",
"Know Your Enemy|Fighter||Battle Master||7",
"Additional Maneuvers|Fighter||Battle Master||10",
"Improved Combat Superiority (d10)|Fighter||Battle Master||10",
"Additional Maneuvers|Fighter||Battle Master||15",
"Additional Superiority Die|Fighter||Battle Master||15",
"Relentless|Fighter||Battle Master||15",
"Improved Combat Superiority (d12)|Fighter||Battle Master||18"
]
},
{
"name": "Champion",
"shortName": "Champion",
"source": "PHB",
"className": "Fighter",
"classSource": "PHB",
"page": 72,
"srd": true,
"basicRules": true,
"optionalfeatureProgression": [
{
"name": "Fighting Style",
"featureType": [
"FS:F"
],
"progression": {
"10": 1
}
}
],
"subclassFeatures": [
"Champion|Fighter||Champion||3",
"Remarkable Athlete|Fighter||Champion||7",
"Additional Fighting Style|Fighter||Champion||10",
"Superior Critical|Fighter||Champion||15",
"Survivor|Fighter||Champion||18"
]
},
{
"name": "Eldritch Knight",
"shortName": "Eldritch Knight",
"source": "PHB",
"className": "Fighter",
"classSource": "PHB",
"page": 74,
"spellcastingAbility": "int",
"casterProgression": "1/3",
"cantripProgression": [
0,
0,
2,
2,
2,
2,
2,
2,
2,
3,
3,
3,
3,
3,
3,
3,
3,
3,
3,
3
],
"spellsKnownProgression": [
0,
0,
3,
4,
4,
4,
5,
6,
6,
7,
8,
8,
9,
10,
10,
11,
11,
11,
12,
13
],
"additionalSpells": [
{
"expanded": {
"3": [
{
"all": "level=0|class=Wizard"
},
{
"all": "level=1|class=Wizard"
}
],
"7": [
{
"all": "level=2|class=Wizard"
}
],
"13": [
{
"all": "level=3|class=Wizard"
}
],
"19": [
{
"all": "level=4|class=Wizard"
}
]
}
}
],
"subclassTableGroups": [
{
"subclasses": [
{
"name": "Eldritch Knight",
"source": "PHB"
}
],
"colLabels": [
"{@filter Cantrips Known|spells|level=0|subclass=Fighter: Eldritch Knight}",
"{@filter Spells Known|spells|subclass=Fighter: Eldritch Knight}"
],
"rows": [
[
0,
0
],
[
0,
0
],
[
2,
3
],
[
2,
4
],
[
2,
4
],
[
2,
4
],
[
2,
5
],
[
2,
6
],
[
2,
6
],
[
3,
7
],
[
3,
8
],
[
3,
8
],
[
3,
9
],
[
3,
10
],
[
3,
10
],
[
3,
11
],
[
3,
11
],
[
3,
11
],
[
3,
12
],
[
3,
13
]
]
},
{
"title": "Spell Slots per Spell Level",
"subclasses": [
{
"name": "Eldritch Knight",
"source": "PHB"
}
],
"colLabels": [
"{@filter 1st|spells|level=1|subclass=Fighter: Eldritch Knight}",
"{@filter 2nd|spells|level=2|subclass=Fighter: Eldritch Knight}",
"{@filter 3rd|spells|level=3|subclass=Fighter: Eldritch Knight}",
"{@filter 4th|spells|level=4|subclass=Fighter: Eldritch Knight}"
],
"rowsSpellProgression": [
[
0,
0,
0,
0
],
[
0,
0,
0,
0
],
[
2,
0,
0,
0
],
[
3,
0,
0,
0
],
[
3,
0,
0,
0
],
[
3,
0,
0,
0
],
[
4,
2,
0,
0
],
[
4,
2,
0,
0
],
[
4,
2,
0,
0
],
[
4,
3,
0,
0
],
[
4,
3,
0,
0
],
[
4,
3,
0,
0
],
[
4,
3,
2,
0
],
[
4,
3,
2,
0
],
[
4,
3,
2,
0
],
[
4,
3,
3,
0
],
[
4,
3,
3,
0
],
[
4,
3,
3,
0
],
[
4,
3,
3,
1
],
[
4,
3,
3,
1
]
]
}
],
"subclassFeatures": [
"Eldritch Knight|Fighter||Eldritch Knight||3",
"War Magic|Fighter||Eldritch Knight||7",
"Eldritch Strike|Fighter||Eldritch Knight||10",
"Arcane Charge|Fighter||Eldritch Knight||15",
"Improved War Magic|Fighter||Eldritch Knight||18"
]
},
{
"name": "Purple Dragon Knight (Banneret)",
"shortName": "Purple Dragon Knight (Banneret)",
"source": "SCAG",
"className": "Fighter",
"classSource": "PHB",
"page": 128,
"subclassFeatures": [
"Purple Dragon Knight (Banneret)|Fighter||Purple Dragon Knight (Banneret)|SCAG|3",
"Royal Envoy|Fighter||Purple Dragon Knight (Banneret)|SCAG|7",
"Inspiring Surge|Fighter||Purple Dragon Knight (Banneret)|SCAG|10",
"Bulwark|Fighter||Purple Dragon Knight (Banneret)|SCAG|15",
"Inspiring Surge|Fighter||Purple Dragon Knight (Banneret)|SCAG|18"
]
},
{
"name": "Arcane Archer",
"shortName": "Arcane Archer",
"source": "XGE",
"className": "Fighter",
"classSource": "PHB",
"page": 28,
"additionalSpells": [
{
"known": {
"3": [
"prestidigitation#c"
]
}
},
{
"known": {
"3": [
"druidcraft#c"
]
}
}
],
"optionalfeatureProgression": [
{
"name": "Arcane Shots",
"featureType": [
"AS"
],
"progression": {
"3": 2,
"7": 3,
"10": 4,
"15": 5,
"18": 6
}
}
],
"subclassFeatures": [
"Arcane Archer|Fighter||Arcane Archer|XGE|3",
"Magic Arrow|Fighter||Arcane Archer|XGE|7",
"Curving Shot|Fighter||Arcane Archer|XGE|7",
"Additional Arcane Shot Option|Fighter||Arcane Archer|XGE|7",
"Additional Arcane Shot Option|Fighter||Arcane Archer|XGE|10",
"Ever-Ready Shot|Fighter||Arcane Archer|XGE|15",
"Additional Arcane Shot Option|Fighter||Arcane Archer|XGE|15",
"Additional Arcane Shot Option|Fighter||Arcane Archer|XGE|18"
]
},
{
"name": "Cavalier",
"shortName": "Cavalier",
"source": "XGE",
"className": "Fighter",
"classSource": "PHB",
"page": 30,
"subclassFeatures": [
"Cavalier|Fighter||Cavalier|XGE|3",
"Warding Maneuver|Fighter||Cavalier|XGE|7",
"Hold the Line|Fighter||Cavalier|XGE|10",
"Ferocious Charger|Fighter||Cavalier|XGE|15",
"Vigilant Defender|Fighter||Cavalier|XGE|18"
]
},
{
"name": "Samurai",
"shortName": "Samurai",
"source": "XGE",
"className": "Fighter",
"classSource": "PHB",
"page": 31,
"subclassFeatures": [
"Samurai|Fighter||Samurai|XGE|3",
"Elegant Courtier|Fighter||Samurai|XGE|7",
"Tireless Spirit|Fighter||Samurai|XGE|10",
"Rapid Strike|Fighter||Samurai|XGE|15",
"Strength before Death|Fighter||Samurai|XGE|18"
]
},
{
"name": "Echo Knight",
"shortName": "Echo Knight",
"source": "EGW",
"className": "Fighter",
"classSource": "PHB",
"page": 183,
"subclassFeatures": [
"Echo Knight|Fighter||Echo Knight|EGW|3",
"Echo Avatar|Fighter||Echo Knight|EGW|7",
"Shadow Martyr|Fighter||Echo Knight|EGW|10",
"Reclaim Potential|Fighter||Echo Knight|EGW|15",
"Legion of One|Fighter||Echo Knight|EGW|18"
]
},
{
"name": "Psi Warrior",
"shortName": "Psi Warrior",
"source": "TCE",
"className": "Fighter",
"classSource": "PHB",
"page": 42,
"additionalSpells": [
{
"innate": {
"18": {
"daily": {
"1": [
"telekinesis"
]
}
}
}
}
],
"subclassFeatures": [
"Psi Warrior|Fighter||Psi Warrior|TCE|3",
"Telekinetic Adept|Fighter||Psi Warrior|TCE|7",
"Guarded Mind|Fighter||Psi Warrior|TCE|10",
"Bulwark of Force|Fighter||Psi Warrior|TCE|15",
"Telekinetic Master|Fighter||Psi Warrior|TCE|18"
]
},
{
"name": "Rune Knight",
"shortName": "Rune Knight",
"source": "TCE",
"className": "Fighter",
"classSource": "PHB",
"page": 44,
"optionalfeatureProgression": [
{
"name": "Runes",
"featureType": [
"RN"
],
"progression": {
"3": 2,
"7": 3,
"10": 4,
"15": 5
}
}
],
"subclassFeatures": [
"Rune Knight|Fighter||Rune Knight|TCE|3",
"Runic Shield|Fighter||Rune Knight|TCE|7",
"Additional Rune Known|Fighter||Rune Knight|TCE|7",
"Great Stature|Fighter||Rune Knight|TCE|10",
"Additional Rune Known|Fighter||Rune Knight|TCE|10",
"Master of Runes|Fighter||Rune Knight|TCE|15",
"Additional Rune Known|Fighter||Rune Knight|TCE|15",
"Runic Juggernaut|Fighter||Rune Knight|TCE|18"
]
}
],
"classFeature": [
{
"name": "Fighting Style",
"source": "PHB",
"page": 72,
"srd": true,
"basicRules": true,
"className": "Fighter",
"classSource": "PHB",
"level": 1,
"entries": [
"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.",
{
"type": "options",
"count": 1,
"entries": [
{
"type": "refOptionalfeature",
"optionalfeature": "Archery"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Defense"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Dueling"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Great Weapon Fighting"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Protection"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Two-Weapon Fighting"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Blind Fighting|TCE"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Interception|TCE"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Superior Technique|TCE"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Thrown Weapon Fighting|TCE"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Unarmed Fighting|TCE"
}
]
}
]
},
{
"name": "Second Wind",
"source": "PHB",
"page": 72,
"srd": true,
"basicRules": true,
"className": "Fighter",
"classSource": "PHB",
"level": 1,
"entries": [
"You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to {@dice 1d10} + your fighter level.",
"Once you use this feature, you must finish a short or long rest before you can use it again."
]
},
{
"name": "Action Surge",
"source": "PHB",
"page": 72,
"srd": true,
"basicRules": true,
"className": "Fighter",
"classSource": "PHB",
"level": 2,
"entries": [
"Starting at 2nd level, 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 must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn."
]
},
{
"name": "Martial Archetype",
"source": "PHB",
"page": 72,
"srd": true,
"basicRules": true,
"className": "Fighter",
"classSource": "PHB",
"level": 3,
"entries": [
"At 3rd level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level."
]
},
{
"name": "Ability Score Improvement",
"source": "PHB",
"page": 72,
"srd": true,
"basicRules": true,
"className": "Fighter",
"classSource": "PHB",
"level": 4,
"entries": [
"When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
},
{
"name": "Martial Versatility",
"source": "TCE",
"page": 41,
"className": "Fighter",
"classSource": "PHB",
"level": 4,
"isClassFeatureVariant": true,
"entries": [
"{@i 4th-level fighter {@variantrule optional class features|tce|optional feature}}",
"Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:",
{
"type": "list",
"items": [
"Replace a {@filter fighting style|optionalfeatures|feature type=FS:F} you know with another fighting style available to fighters.",
"If you know any {@filter maneuvers|optionalfeatures|feature type=MV:B} from the {@class fighter|phb|Battle Master|Battle Master|phb|2-0} archetype, you can replace one maneuver you know with a different maneuver."
]
}
]
},
{
"name": "Extra Attack",
"source": "PHB",
"page": 72,
"srd": true,
"basicRules": true,
"className": "Fighter",
"classSource": "PHB",
"level": 5,
"entries": [
"Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn.",
"The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class."
]
},
{
"name": "Ability Score Improvement",
"source": "PHB",
"page": 72,
"srd": true,
"basicRules": true,
"className": "Fighter",
"classSource": "PHB",
"level": 6,
"entries": [
"When you reach 6th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
},
{
"name": "Martial Archetype feature",
"source": "PHB",
"page": 72,
"srd": true,
"basicRules": true,
"className": "Fighter",
"classSource": "PHB",
"level": 7,
"entries": [
"At 7th level, you gain a feature granted by your Martial Archetype."
]
},
{
"name": "Ability Score Improvement",
"source": "PHB",
"page": 72,
"srd": true,
"basicRules": true,
"className": "Fighter",
"classSource": "PHB",
"level": 8,
"entries": [
"When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
},
{
"name": "Indomitable",
"source": "PHB",
"page": 72,
"srd": true,
"basicRules": true,
"className": "Fighter",
"classSource": "PHB",
"level": 9,
"entries": [
"Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, 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 between long rests starting at 13th level and three times between long rests starting at 17th level."
]
},
{
"name": "Martial Archetype feature",
"source": "PHB",
"page": 72,
"srd": true,
"basicRules": true,
"className": "Fighter",
"classSource": "PHB",
"level": 10,
"entries": [
"At 10th level, you gain a feature granted by your Martial Archetype."
]
},
{
"name": "Extra Attack (2)",
"source": "PHB",
"page": 72,
"srd": true,
"basicRules": true,
"className": "Fighter",
"classSource": "PHB",
"level": 11,
"entries": [
"At 11th level, you can attack three times whenever you take the {@action Attack} action on your turn."
]
},
{
"name": "Ability Score Improvement",
"source": "PHB",
"page": 72,
"srd": true,
"basicRules": true,
"className": "Fighter",
"classSource": "PHB",
"level": 12,
"entries": [
"When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
},
{
"name": "Indomitable (two uses)",
"source": "PHB",
"page": 72,
"srd": true,
"basicRules": true,
"className": "Fighter",
"classSource": "PHB",
"level": 13,
"entries": [
"At 13th level, you can use Indomitable twice between long rests."
]
},
{
"name": "Ability Score Improvement",
"source": "PHB",
"page": 72,
"srd": true,
"basicRules": true,
"className": "Fighter",
"classSource": "PHB",
"level": 14,
"entries": [
"When you reach 14th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
},
{
"name": "Martial Archetype feature",
"source": "PHB",
"page": 72,
"srd": true,
"basicRules": true,
"className": "Fighter",
"classSource": "PHB",
"level": 15,
"entries": [
"At 15th level, you gain a feature granted by your Martial Archetype."
]
},
{
"name": "Ability Score Improvement",
"source": "PHB",
"page": 72,
"srd": true,
"basicRules": true,
"className": "Fighter",
"classSource": "PHB",
"level": 16,
"entries": [
"When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
},
{
"name": "Action Surge (two uses)",
"source": "PHB",
"page": 72,
"srd": true,
"basicRules": true,
"className": "Fighter",
"classSource": "PHB",
"level": 17,
"entries": [
"At 17th level, you can use Action Surge twice before a rest, but only once on the same turn."
]
},
{
"name": "Indomitable (three uses)",
"source": "PHB",
"page": 72,
"srd": true,
"basicRules": true,
"className": "Fighter",
"classSource": "PHB",
"level": 17,
"entries": [
"At 17th level, you can use Indomitable three times between long rests."
]
},
{
"name": "Martial Archetype feature",
"source": "PHB",
"page": 72,
"srd": true,
"basicRules": true,
"className": "Fighter",
"classSource": "PHB",
"level": 18,
"entries": [
"At 18th level, you gain a feature granted by your Martial Archetype."
]
},
{
"name": "Ability Score Improvement",
"source": "PHB",
"page": 72,
"srd": true,
"basicRules": true,
"className": "Fighter",
"classSource": "PHB",
"level": 19,
"entries": [
"When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
},
{
"name": "Extra Attack (3)",
"source": "PHB",
"page": 72,
"srd": true,
"basicRules": true,
"className": "Fighter",
"classSource": "PHB",
"level": 20,
"entries": [
"At 20th level, you can attack four times whenever you take the {@action Attack} action on your turn."
]
}
],
"subclassFeature": [
{
"name": "Echo Knight",
"source": "EGW",
"page": 183,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Echo Knight",
"subclassSource": "EGW",
"level": 3,
"entries": [
"A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.",
{
"type": "refSubclassFeature",
"subclassFeature": "Manifest Echo|Fighter||Echo Knight|EGW|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Unleash Incarnation|Fighter||Echo Knight|EGW|3"
}
]
},
{
"name": "Manifest Echo",
"source": "EGW",
"page": 183,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Echo Knight",
"subclassSource": "EGW",
"level": 3,
"header": 1,
"entries": [
"{@i 3rd-level Echo Knight feature}",
"You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're {@condition incapacitated}.",
"Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.",
"You can use the echo in the following ways:",
{
"type": "list",
"items": [
"As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.",
"When you take the {@action Attack} action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.",
"When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space."
]
}
]
},
{
"name": "Unleash Incarnation",
"source": "EGW",
"page": 183,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Echo Knight",
"subclassSource": "EGW",
"level": 3,
"header": 1,
"entries": [
"{@i 3rd-level Echo Knight feature}",
"You can heighten your echo's fury. Whenever you take the {@action Attack} action, you can make one additional melee attack from the echo's position.",
"You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest."
]
},
{
"name": "Echo Avatar",
"source": "EGW",
"page": 183,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Echo Knight",
"subclassSource": "EGW",
"level": 7,
"header": 2,
"entries": [
"{@i 7th-level Echo Knight feature}",
"You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are {@condition deafened} and {@condition blinded}. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed."
]
},
{
"name": "Shadow Martyr",
"source": "EGW",
"page": 183,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Echo Knight",
"subclassSource": "EGW",
"level": 10,
"header": 2,
"entries": [
"{@i 10th-level Echo Knight feature}",
"You can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.",
"Once you use this feature, you can't use it again until you finish a short or long rest."
]
},
{
"name": "Reclaim Potential",
"source": "EGW",
"page": 183,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Echo Knight",
"subclassSource": "EGW",
"level": 15,
"header": 2,
"entries": [
"{@i 15th-level Echo Knight feature}",
"You've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to {@dice 2d6} + your Constitution modifier, provided you don't already have temporary hit points.",
"You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest."
]
},
{
"name": "Legion of One",
"source": "EGW",
"page": 183,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Echo Knight",
"subclassSource": "EGW",
"level": 18,
"header": 2,
"entries": [
"{@i 18th-level Echo Knight feature}",
"You can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead.",
"In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature."
]
},
{
"name": "Battle Master",
"source": "PHB",
"page": 73,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Battle Master",
"subclassSource": "PHB",
"level": 3,
"entries": [
"Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.",
{
"type": "refSubclassFeature",
"subclassFeature": "Student of War|Fighter||Battle Master||3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Combat Superiority|Fighter||Battle Master||3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Maneuvers|Fighter||Battle Master||3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Maneuver Options|Fighter||Battle Master||3|TCE"
}
]
},
{
"name": "Combat Superiority",
"source": "PHB",
"page": 73,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Battle Master",
"subclassSource": "PHB",
"level": 3,
"header": 1,
"entries": [
"When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Maneuvers",
"entries": [
"You learn three maneuvers of your choice, which are listed under \"Maneuvers\" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.",
"You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one."
]
}
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Superiority Dice",
"entries": [
"You have four superiority dice, which are {@dice d8}s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.",
"You gain another superiority die at 7th level and one more at 15th level."
]
}
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Saving Throws",
"entries": [
"Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:",
{
"type": "abilityDc",
"name": "Maneuver",
"attributes": [
"str",
"dex"
]
}
]
}
]
}
]
},
{
"name": "Maneuver Options",
"source": "TCE",
"page": 41,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Battle Master",
"subclassSource": "PHB",
"level": 3,
"isClassFeatureVariant": true,
"header": 1,
"entries": [
"{@i 3rd-level fighter {@variantrule optional class features|tce|optional feature}}",
"If you have access to maneuvers, the following maneuvers are added to the list of options available to you. Maneuvers are available to Battle Masters but also to characters who have a special feature like the {@optfeature Superior Technique|TCE} fighting style or the {@feat Martial Adept} feat.",
{
"type": "entries",
"entries": [
{
"type": "options",
"entries": [
{
"type": "refOptionalfeature",
"optionalfeature": "Ambush|TCE"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Bait and Switch|TCE"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Brace|TCE"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Commanding Presence|TCE"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Grappling Strike|TCE"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Quick Toss|TCE"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Tactical Assessment|TCE"
}
]
}
]
}
]
},
{
"name": "Maneuvers",
"source": "PHB",
"page": 73,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Battle Master",
"subclassSource": "PHB",
"level": 3,
"header": 1,
"entries": [
"The maneuvers are presented in alphabetical order.",
{
"type": "options",
"count": 3,
"entries": [
{
"type": "refOptionalfeature",
"optionalfeature": "Commander's Strike"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Disarming Attack"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Distracting Strike"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Evasive Footwork"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Feinting Attack"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Goading Attack"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Lunging Attack"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Maneuvering Attack"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Menacing Attack"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Parry"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Precision Attack"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Pushing Attack"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Rally"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Riposte"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Sweeping Attack"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Trip Attack"
}
]
}
]
},
{
"name": "Student of War",
"source": "PHB",
"page": 73,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Battle Master",
"subclassSource": "PHB",
"level": 3,
"header": 1,
"entries": [
"At 3rd level, you gain proficiency with one type of {@filter artisan's tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} of your choice."
]
},
{
"name": "Additional Maneuvers",
"source": "PHB",
"page": 73,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Battle Master",
"subclassSource": "PHB",
"level": 7,
"header": 2,
"entries": [
"At 7th level, you learn two additional maneuvers of your choice."
]
},
{
"name": "Additional Superiority Die",
"source": "PHB",
"page": 73,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Battle Master",
"subclassSource": "PHB",
"level": 7,
"header": 2,
"entries": [
"You gain another superiority die at 7th level."
]
},
{
"name": "Know Your Enemy",
"source": "PHB",
"page": 73,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Battle Master",
"subclassSource": "PHB",
"level": 7,
"header": 2,
"entries": [
"If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:",
{
"type": "list",
"items": [
"Strength score",
"Dexterity score",
"Constitution score",
"Armor Class",
"Current hit points",
"Total class levels (if any)",
"Fighter class levels (if any)"
]
}
]
},
{
"name": "Additional Maneuvers",
"source": "PHB",
"page": 73,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Battle Master",
"subclassSource": "PHB",
"level": 10,
"header": 2,
"entries": [
"At 10th level, you learn two additional maneuvers of your choice."
]
},
{
"name": "Improved Combat Superiority (d10)",
"source": "PHB",
"page": 73,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Battle Master",
"subclassSource": "PHB",
"level": 10,
"header": 2,
"entries": [
"At 10th level, your superiority dice turn into {@dice d10}s."
]
},
{
"name": "Additional Maneuvers",
"source": "PHB",
"page": 73,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Battle Master",
"subclassSource": "PHB",
"level": 15,
"header": 2,
"entries": [
"At 15th level, you learn two additional maneuvers of your choice."
]
},
{
"name": "Additional Superiority Die",
"source": "PHB",
"page": 73,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Battle Master",
"subclassSource": "PHB",
"level": 15,
"header": 2,
"entries": [
"You gain another superiority die at 15th level."
]
},
{
"name": "Relentless",
"source": "PHB",
"page": 73,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Battle Master",
"subclassSource": "PHB",
"level": 15,
"header": 2,
"entries": [
"Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die."
]
},
{
"name": "Improved Combat Superiority (d12)",
"source": "PHB",
"page": 73,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Battle Master",
"subclassSource": "PHB",
"level": 18,
"header": 2,
"entries": [
"At 18th level, your superiority dice turn into {@dice d12}s."
]
},
{
"name": "Champion",
"source": "PHB",
"page": 72,
"srd": true,
"basicRules": true,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Champion",
"subclassSource": "PHB",
"level": 3,
"entries": [
"The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.",
{
"type": "refSubclassFeature",
"subclassFeature": "Improved Critical|Fighter||Champion||3"
}
]
},
{
"name": "Improved Critical",
"source": "PHB",
"page": 72,
"srd": true,
"basicRules": true,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Champion",
"subclassSource": "PHB",
"level": 3,
"header": 1,
"entries": [
"Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20."
]
},
{
"name": "Remarkable Athlete",
"source": "PHB",
"page": 72,
"srd": true,
"basicRules": true,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Champion",
"subclassSource": "PHB",
"level": 7,
"header": 2,
"entries": [
"Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.",
"In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier."
]
},
{
"name": "Additional Fighting Style",
"source": "PHB",
"page": 72,
"srd": true,
"basicRules": true,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Champion",
"subclassSource": "PHB",
"level": 10,
"header": 2,
"entries": [
"At 10th level, you can choose a second option from the Fighting Style class feature."
]
},
{
"name": "Superior Critical",
"source": "PHB",
"page": 72,
"srd": true,
"basicRules": true,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Champion",
"subclassSource": "PHB",
"level": 15,
"header": 2,
"entries": [
"Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20."
]
},
{
"name": "Survivor",
"source": "PHB",
"page": 72,
"srd": true,
"basicRules": true,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Champion",
"subclassSource": "PHB",
"level": 18,
"header": 2,
"entries": [
"At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points."
]
},
{
"name": "Eldritch Knight",
"source": "PHB",
"page": 74,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Eldritch Knight",
"subclassSource": "PHB",
"level": 3,
"entries": [
"The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic\u2014abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.",
{
"type": "refSubclassFeature",
"subclassFeature": "Spellcasting|Fighter||Eldritch Knight||3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Weapon Bond|Fighter||Eldritch Knight||3"
}
]
},
{
"name": "Spellcasting",
"source": "PHB",
"page": 74,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Eldritch Knight",
"subclassSource": "PHB",
"level": 3,
"header": 1,
"entries": [
"When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter wizard spell list|spells|class=wizard}.",
{
"type": "entries",
"name": "Cantrips",
"entries": [
"You learn two cantrips of your choice from the {@filter wizard spell list|spells|class=wizard}. You learn an additional wizard cantrip of your choice at 10th level."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Spell Slots",
"entries": [
"The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your {@filter wizard spells|spells|class=wizard} of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.",
"For example, if you know the 1st-level spell {@spell shield} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell shield} using either slot."
]
}
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Spells Known of 1st-Level and Higher",
"entries": [
"You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.",
"The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.",
"The spells you learn at 8th, 14th, and 20th level can come from any school of magic.",
"Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic."
]
}
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Spellcasting Ability",
"entries": [
"Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.",
{
"type": "abilityDc",
"name": "Spell",
"attributes": [
"int"
]
},
{
"type": "abilityAttackMod",
"name": "Spell",
"attributes": [
"int"
]
}
]
}
]
}
]
},
{
"name": "Weapon Bond",
"source": "PHB",
"page": 74,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Eldritch Knight",
"subclassSource": "PHB",
"level": 3,
"header": 1,
"entries": [
"At 3rd level, 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.",
"Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are {@condition incapacitated}. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.",
"You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two."
]
},
{
"name": "War Magic",
"source": "PHB",
"page": 74,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Eldritch Knight",
"subclassSource": "PHB",
"level": 7,
"header": 2,
"entries": [
"Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action."
]
},
{
"name": "Eldritch Strike",
"source": "PHB",
"page": 74,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Eldritch Knight",
"subclassSource": "PHB",
"level": 10,
"header": 2,
"entries": [
"At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn."
]
},
{
"name": "Arcane Charge",
"source": "PHB",
"page": 74,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Eldritch Knight",
"subclassSource": "PHB",
"level": 15,
"header": 2,
"entries": [
"At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action."
]
},
{
"name": "Improved War Magic",
"source": "PHB",
"page": 74,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Eldritch Knight",
"subclassSource": "PHB",
"level": 18,
"header": 2,
"entries": [
"Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action."
]
},
{
"name": "Purple Dragon Knight (Banneret)",
"source": "SCAG",
"page": 128,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Purple Dragon Knight (Banneret)",
"subclassSource": "SCAG",
"level": 3,
"entries": [
"Purple Dragon Knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they take the fight against evil beyond the kingdom's borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to guide them in defeating evildoers.",
"A Purple Dragon Knight inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.",
"A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight's actions can awaken reserves of courage and conviction in allies that they never suspected they had.",
{
"type": "refSubclassFeature",
"subclassFeature": "Restriction: Knighthood|Fighter||Purple Dragon Knight (Banneret)|SCAG|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Rallying Cry|Fighter||Purple Dragon Knight (Banneret)|SCAG|3"
}
]
},
{
"name": "Rallying Cry",
"source": "SCAG",
"page": 128,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Purple Dragon Knight (Banneret)",
"subclassSource": "SCAG",
"level": 3,
"header": 1,
"entries": [
"When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.",
"When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you."
]
},
{
"name": "Restriction: Knighthood",
"source": "SCAG",
"page": 128,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Purple Dragon Knight (Banneret)",
"subclassSource": "SCAG",
"level": 3,
"header": 1,
"entries": [
"Purple Dragon Knights are tied to a specific order of Cormyrean knighthood.",
"Banneret serves as the generic name for this archetype if you use it in other campaign settings or to model warlords other than the Purple Dragon Knights."
]
},
{
"name": "Royal Envoy",
"source": "SCAG",
"page": 128,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Purple Dragon Knight (Banneret)",
"subclassSource": "SCAG",
"level": 7,
"header": 2,
"entries": [
"A Purple Dragon Knight serves as an envoy of the Cormyrean crown. Knights of high standing are expected to conduct themselves with grace.",
"At 7th level, you gain proficiency in the {@skill Persuasion} skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: {@skill Animal Handling}, {@skill Insight}, {@skill Intimidation}, or {@skill Performance}.",
"Your proficiency bonus is doubled for any ability check you make that uses {@skill Persuasion}. You receive this benefit regardless of the skill proficiency you gain from this feature."
]
},
{
"name": "Inspiring Surge",
"source": "SCAG",
"page": 128,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Purple Dragon Knight (Banneret)",
"subclassSource": "SCAG",
"level": 10,
"header": 2,
"entries": [
"Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.",
"Starting at 18th level, you can choose two allies within 60 feet of you, rather than one."
]
},
{
"name": "Bulwark",
"source": "SCAG",
"page": 128,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Purple Dragon Knight (Banneret)",
"subclassSource": "SCAG",
"level": 15,
"header": 2,
"entries": [
"Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't {@condition incapacitated}, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll."
]
},
{
"name": "Inspiring Surge",
"source": "SCAG",
"page": 128,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Purple Dragon Knight (Banneret)",
"subclassSource": "SCAG",
"level": 18,
"header": 2,
"entries": [
"Starting at 18th level, you can choose two allies within 60 feet of you, rather than one."
]
},
{
"name": "Psi Warrior",
"source": "TCE",
"page": 42,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Psi Warrior",
"subclassSource": "TCE",
"level": 3,
"entries": [
"Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Eberron, many young kalashtar dream of becoming Psi Warriors.",
"As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield.",
{
"type": "refSubclassFeature",
"subclassFeature": "Psionic Power|Fighter||Psi Warrior|TCE|3"
}
]
},
{
"name": "Psionic Power",
"source": "TCE",
"page": 42,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Psi Warrior",
"subclassSource": "TCE",
"level": 3,
"header": 1,
"entries": [
"{@i 3rd-level Psi Warrior feature}",
"You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a {@dice d6}. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.",
"Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.",
"When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level ({@dice d8}), 11th level ({@dice d10}), and 17th level ({@dice d12}).",
"The powers below use your Psionic Energy dice.",
{
"type": "options",
"style": "list-hang-notitle",
"entries": [
{
"type": "refSubclassFeature",
"subclassFeature": "Protective Field|Fighter|TCE|Psi Warrior|TCE|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Psionic Strike|Fighter|TCE|Psi Warrior|TCE|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Telekinetic Movement|Fighter|TCE|Psi Warrior|TCE|3"
}
]
}
]
},
{
"name": "Telekinetic Adept",
"source": "TCE",
"page": 42,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Psi Warrior",
"subclassSource": "TCE",
"level": 7,
"header": 2,
"entries": [
"{@i 7th-level Psi Warrior feature}",
"You have mastered new ways to use your telekinetic abilities, detailed below.",
{
"type": "options",
"style": "list-hang-notitle",
"entries": [
{
"type": "refSubclassFeature",
"subclassFeature": "Psi-Powered Leap|Fighter|TCE|Psi Warrior|TCE|7"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Telekinetic Thrust|Fighter|TCE|Psi Warrior|TCE|7"
}
]
}
]
},
{
"name": "Guarded Mind",
"source": "TCE",
"page": 42,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Psi Warrior",
"subclassSource": "TCE",
"level": 10,
"header": 2,
"entries": [
"{@i 10th-level Psi Warrior feature}",
"The psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn {@condition charmed} or {@condition frightened}, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions."
]
},
{
"name": "Bulwark of Force",
"source": "TCE",
"page": 42,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Psi Warrior",
"subclassSource": "TCE",
"level": 15,
"header": 2,
"entries": [
"{@i 15th-level Psi Warrior feature}",
"You can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you're {@condition incapacitated}.",
"Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to take it again."
]
},
{
"name": "Telekinetic Master",
"source": "TCE",
"page": 42,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Psi Warrior",
"subclassSource": "TCE",
"level": 18,
"header": 2,
"entries": [
"{@i 18th-level Psi Warrior feature}",
"Your ability to move creatures and objects with your mind is matched by few. You can cast the {@spell telekinesis} spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, 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 again until you finish a long rest, unless you expend a Psionic Energy die to cast it again."
]
},
{
"name": "Rune Knight",
"source": "TCE",
"page": 44,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Rune Knight",
"subclassSource": "TCE",
"level": 3,
"entries": [
"Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant's craft and learned how to apply magic runes to empower your equipment.",
{
"type": "refSubclassFeature",
"subclassFeature": "Bonus Proficiencies|Fighter||Rune Knight|TCE|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Rune Carver|Fighter||Rune Knight|TCE|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Giant's Might|Fighter||Rune Knight|TCE|3"
}
]
},
{
"name": "Bonus Proficiencies",
"source": "TCE",
"page": 44,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Rune Knight",
"subclassSource": "TCE",
"level": 3,
"header": 1,
"entries": [
"{@i 3rd-level Rune Knight feature}",
"You gain proficiency with {@item smith's tools|PHB}, and you learn to speak, read, and write {@language Giant}."
]
},
{
"name": "Giant's Might",
"source": "TCE",
"page": 44,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Rune Knight",
"subclassSource": "TCE",
"level": 3,
"header": 1,
"entries": [
"{@i 3rd-level Rune Knight feature}",
"You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:",
{
"type": "list",
"items": [
"If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.",
"You have advantage on Strength checks and Strength saving throws.",
"Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra {@damage 1d6} damage to a target on a hit."
]
},
"You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest."
]
},
{
"name": "Rune Carver",
"source": "TCE",
"page": 44,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Rune Knight",
"subclassSource": "TCE",
"level": 3,
"header": 1,
"entries": [
"{@i 3rd-level Rune Knight feature}",
"You can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.",
"Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.",
{
"type": "table",
"caption": "Runes Known",
"colLabels": [
"Fighter Level",
"Number of Runes"
],
"colStyles": [
"col-6 text-center",
"col-6 text-center"
],
"rows": [
[
"3rd",
"2"
],
[
"7th",
"3"
],
[
"10th",
"4"
],
[
"15th",
"5"
]
]
},
"The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.",
{
"type": "options",
"count": 2,
"entries": [
{
"type": "refOptionalfeature",
"optionalfeature": "Cloud Rune|TCE"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Fire Rune|TCE"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Frost Rune|TCE"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Stone Rune|TCE"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Hill Rune|TCE",
"name": "Hill Rune (7th Level or Higher)"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Storm Rune|TCE",
"name": "Storm Rune (7th Level or Higher)"
}
]
}
]
},
{
"name": "Additional Rune Known",
"source": "TCE",
"page": 44,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Rune Knight",
"subclassSource": "TCE",
"level": 7,
"header": 2,
"entries": [
"{@i 7th-level Rune Knight feature}",
"You learn an additional Rune."
]
},
{
"name": "Runic Shield",
"source": "TCE",
"page": 44,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Rune Knight",
"subclassSource": "TCE",
"level": 7,
"header": 2,
"entries": [
"{@i 7th-level Rune Knight feature}",
"You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the {@dice d20} and use the new roll.",
"You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."
]
},
{
"name": "Additional Rune Known",
"source": "TCE",
"page": 44,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Rune Knight",
"subclassSource": "TCE",
"level": 10,
"header": 2,
"entries": [
"{@i 10th-level Rune Knight feature}",
"You learn an additional Rune."
]
},
{
"name": "Great Stature",
"source": "TCE",
"page": 44,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Rune Knight",
"subclassSource": "TCE",
"level": 10,
"header": 2,
"entries": [
"{@i 10th-level Rune Knight feature}",
"The magic of your runes permanently alters you. When you gain this feature, roll {@dice 3d4}. You grow a number of inches in height equal to the roll.",
"Moreover, the extra damage you deal with your Giant's Might feature increases to {@dice 1d8}."
]
},
{
"name": "Additional Rune Known",
"source": "TCE",
"page": 44,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Rune Knight",
"subclassSource": "TCE",
"level": 15,
"header": 2,
"entries": [
"{@i 15th-level Rune Knight feature}",
"You learn an additional Rune."
]
},
{
"name": "Master of Runes",
"source": "TCE",
"page": 44,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Rune Knight",
"subclassSource": "TCE",
"level": 15,
"header": 2,
"entries": [
"{@i 15th-level Rune Knight feature}",
"You can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest."
]
},
{
"name": "Runic Juggernaut",
"source": "TCE",
"page": 44,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Rune Knight",
"subclassSource": "TCE",
"level": 18,
"header": 2,
"entries": [
"{@i 18th-level Rune Knight feature}",
"You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant's Might feature increases to {@dice 1d10}. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet."
]
},
{
"name": "Arcane Archer",
"source": "XGE",
"page": 28,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Arcane Archer",
"subclassSource": "XGE",
"level": 3,
"entries": [
"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.",
{
"type": "refSubclassFeature",
"subclassFeature": "Arcane Archer Lore|Fighter||Arcane Archer|XGE|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Arcane Shot|Fighter||Arcane Archer|XGE|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Arcane Shot Options|Fighter||Arcane Archer|XGE|3"
}
]
},
{
"name": "Arcane Archer Lore",
"source": "XGE",
"page": 28,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Arcane Archer",
"subclassSource": "XGE",
"level": 3,
"header": 1,
"entries": [
"At 3rd level, you learn magical theory or some of the secrets of nature\u2014typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the {@skill Arcana} or the {@skill Nature} skill, and you choose to learn either the {@spell prestidigitation} or the {@spell druidcraft} cantrip."
]
},
{
"name": "Arcane Shot",
"source": "XGE",
"page": 28,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Arcane Archer",
"subclassSource": "XGE",
"level": 3,
"header": 1,
"entries": [
"At 3rd level, 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 shortbow or longbow as part of the {@action 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 two uses of this ability, 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."
]
},
{
"name": "Arcane Shot Options",
"source": "XGE",
"page": 28,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Arcane Archer",
"subclassSource": "XGE",
"level": 3,
"header": 1,
"entries": [
"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:",
{
"type": "abilityDc",
"name": "Arcane Shot",
"attributes": [
"int"
]
},
{
"type": "options",
"count": 2,
"entries": [
{
"type": "refOptionalfeature",
"optionalfeature": "Banishing Arrow|XGE"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Beguiling Arrow|XGE"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Bursting Arrow|XGE"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Enfeebling Arrow|XGE"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Grasping Arrow|XGE"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Piercing Arrow|XGE"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Seeking Arrow|XGE"
},
{
"type": "refOptionalfeature",
"optionalfeature": "Shadow Arrow|XGE"
}
]
}
]
},
{
"name": "Additional Arcane Shot Option",
"source": "XGE",
"page": 28,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Arcane Archer",
"subclassSource": "XGE",
"level": 7,
"header": 2,
"entries": [
"You gain an additional Arcane Shot option of your choice when you reach 7th level."
]
},
{
"name": "Curving Shot",
"source": "XGE",
"page": 28,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Arcane Archer",
"subclassSource": "XGE",
"level": 7,
"header": 2,
"entries": [
"At 7th level, 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."
]
},
{
"name": "Magic Arrow",
"source": "XGE",
"page": 28,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Arcane Archer",
"subclassSource": "XGE",
"level": 7,
"header": 2,
"entries": [
"At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, 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."
]
},
{
"name": "Additional Arcane Shot Option",
"source": "XGE",
"page": 28,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Arcane Archer",
"subclassSource": "XGE",
"level": 10,
"header": 2,
"entries": [
"You gain an additional Arcane Shot option of your choice when you reach 10th level."
]
},
{
"name": "Additional Arcane Shot Option",
"source": "XGE",
"page": 28,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Arcane Archer",
"subclassSource": "XGE",
"level": 15,
"header": 2,
"entries": [
"You gain an additional Arcane Shot option of your choice when you reach 15th level."
]
},
{
"name": "Ever-Ready Shot",
"source": "XGE",
"page": 28,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Arcane Archer",
"subclassSource": "XGE",
"level": 15,
"header": 2,
"entries": [
"Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it."
]
},
{
"name": "Additional Arcane Shot Option",
"source": "XGE",
"page": 28,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Arcane Archer",
"subclassSource": "XGE",
"level": 18,
"header": 2,
"entries": [
"You gain an additional Arcane Shot option of your choice when you reach 18th level. Each option also improves when you become an 18th-level fighter."
]
},
{
"name": "Cavalier",
"source": "XGE",
"page": 30,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Cavalier",
"subclassSource": "XGE",
"level": 3,
"entries": [
"The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.",
{
"type": "refSubclassFeature",
"subclassFeature": "Bonus Proficiency|Fighter||Cavalier|XGE|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Born to the Saddle|Fighter||Cavalier|XGE|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Unwavering Mark|Fighter||Cavalier|XGE|3"
}
]
},
{
"name": "Bonus Proficiency",
"source": "XGE",
"page": 30,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Cavalier",
"subclassSource": "XGE",
"level": 3,
"header": 1,
"entries": [
"When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: {@skill Animal Handling}, {@skill History}, {@skill Insight}, {@skill Performance}, or {@skill Persuasion}. Alternatively, you learn one language of your choice."
]
},
{
"name": "Born to the Saddle",
"source": "XGE",
"page": 30,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Cavalier",
"subclassSource": "XGE",
"level": 3,
"header": 1,
"entries": [
"Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not {@condition incapacitated}.",
"Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed."
]
},
{
"name": "Unwavering Mark",
"source": "XGE",
"page": 30,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Cavalier",
"subclassSource": "XGE",
"level": 3,
"header": 1,
"entries": [
"Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are {@condition incapacitated} or you die, or if someone else marks the creature.",
"While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.",
"In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level.",
"Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest."
]
},
{
"name": "Warding Maneuver",
"source": "XGE",
"page": 30,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Cavalier",
"subclassSource": "XGE",
"level": 7,
"header": 2,
"entries": [
"At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll {@dice 1d8} as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.",
"You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest."
]
},
{
"name": "Hold the Line",
"source": "XGE",
"page": 30,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Cavalier",
"subclassSource": "XGE",
"level": 10,
"header": 2,
"entries": [
"At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn."
]
},
{
"name": "Ferocious Charger",
"source": "XGE",
"page": 30,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Cavalier",
"subclassSource": "XGE",
"level": 15,
"header": 2,
"entries": [
"Starting at 15th level, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked {@condition prone}. You can use this feature only once on each of your turns."
]
},
{
"name": "Vigilant Defender",
"source": "XGE",
"page": 30,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Cavalier",
"subclassSource": "XGE",
"level": 18,
"header": 2,
"entries": [
"Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction."
]
},
{
"name": "Samurai",
"source": "XGE",
"page": 31,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Samurai",
"subclassSource": "XGE",
"level": 3,
"entries": [
"The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai's resolve is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting.",
{
"type": "refSubclassFeature",
"subclassFeature": "Bonus Proficiency|Fighter||Samurai|XGE|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Fighting Spirit|Fighter||Samurai|XGE|3"
}
]
},
{
"name": "Bonus Proficiency",
"source": "XGE",
"page": 31,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Samurai",
"subclassSource": "XGE",
"level": 3,
"header": 1,
"entries": [
"When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: {@skill History}, {@skill Insight}, {@skill Performance}, or {@skill Persuasion}. Alternatively, you learn one language of your choice."
]
},
{
"name": "Fighting Spirit",
"source": "XGE",
"page": 31,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Samurai",
"subclassSource": "XGE",
"level": 3,
"header": 1,
"entries": [
"Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.",
"You can use this feature three times, and you regain all expended uses of it when you finish a long rest."
]
},
{
"name": "Elegant Courtier",
"source": "XGE",
"page": 31,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Samurai",
"subclassSource": "XGE",
"level": 7,
"header": 2,
"entries": [
"Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma ({@skill Persuasion}) check, you gain a bonus to the check equal to your Wisdom modifier.",
"Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice)."
]
},
{
"name": "Tireless Spirit",
"source": "XGE",
"page": 31,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Samurai",
"subclassSource": "XGE",
"level": 10,
"header": 2,
"entries": [
"Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use."
]
},
{
"name": "Rapid Strike",
"source": "XGE",
"page": 31,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Samurai",
"subclassSource": "XGE",
"level": 15,
"header": 2,
"entries": [
"Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the {@action Attack} action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn."
]
},
{
"name": "Strength before Death",
"source": "XGE",
"page": 31,
"className": "Fighter",
"classSource": "PHB",
"subclassShortName": "Samurai",
"subclassSource": "XGE",
"level": 18,
"header": 2,
"entries": [
"Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling {@condition unconscious}, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall {@condition unconscious} if you still have 0 hit points.",
"Once you use this feature, you can't use it again until you finish a long rest."
]
},
{
"name": "Protective Field",
"source": "TCE",
"page": 42,
"className": "Fighter",
"classSource": "TCE",
"subclassShortName": "Psi Warrior",
"subclassSource": "TCE",
"level": 3,
"consumes": {
"name": "Psionic Energy Die"
},
"entries": [
"When you or another creature you can see within 30 feet of you takes damage, you can use your 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."
]
},
{
"name": "Psionic Strike",
"source": "TCE",
"page": 42,
"className": "Fighter",
"classSource": "TCE",
"subclassShortName": "Psi Warrior",
"subclassSource": "TCE",
"level": 3,
"consumes": {
"name": "Psionic Energy Die"
},
"entries": [
"You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you 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."
]
},
{
"name": "Telekinetic Movement",
"source": "TCE",
"page": 42,
"className": "Fighter",
"classSource": "TCE",
"subclassShortName": "Psi Warrior",
"subclassSource": "TCE",
"level": 3,
"entries": [
"You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. 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 to take it again."
]
},
{
"name": "Psi-Powered Leap",
"source": "TCE",
"page": 42,
"className": "Fighter",
"classSource": "TCE",
"subclassShortName": "Psi Warrior",
"subclassSource": "TCE",
"level": 7,
"entries": [
"As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking 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 to take it again."
]
},
{
"name": "Telekinetic Thrust",
"source": "TCE",
"page": 42,
"className": "Fighter",
"classSource": "TCE",
"subclassShortName": "Psi Warrior",
"subclassSource": "TCE",
"level": 7,
"entries": [
"When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save fails, you can knock the target {@condition prone} or move it up to 10 feet in any direction horizontally."
]
}
]
}