Fighter
Fighting Style: Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Second Wind
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 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the 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.
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Martial Arcehtype: Battle Master
Combat Superiority
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice, which are detailed 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.
(5+2)
Superiority Dice. You have four superiority dice, which are d8s. 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.
(5d8)
Saving Throws. 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:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
(DC 17)
Student of War
At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.
Know Your Enemy
Sostituito da 2 Maneuver a scelta.
Maneuvers:
- Distracting Strike
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die 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.
- Maneuvering Attack
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
- Menacing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
- Precision Attack
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
- Commander’s Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
- Goading Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
- Trip Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Artificer
Magical Tinkering
At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
Infuse Item
At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.
Infusions Known:
- Enhanced Weapon (attiva su repating heavy crossbow)
- Enhanced Defense (attiva su studded leather armor)
- Replicable Item: Goggles of night
- Replicable Item: Wand of secrets
Feats
- ASI +2 DEX (Fighter 4)
- Sharpshooter
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.Your ranged weapon attacks ignore half cover and three-quarters cover.Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
- Piercer (DEX)
You have achieved a penetrating precision in combat, granting you the following benefits:Increase your Strength or Dexterity by 1, to a maximum of 20.Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack’s damage dice, and you must use the new roll.When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
Race Feats:
Constructed Resilience
Sei stato creato con una durezza formidabile, rappresentata dai seguenti benefici:
Hai vantaggio nei saving throw contro la condizione poisoned, hai resistenza al poison damage.
Non hai bisogno di mangiare, bere o respirare
Sei immune alle malattie
Non hai necessità di dormire, la magia non può addormentarti.
Sentry’s Rest
Quando effettui un long rest, devi spendere almeno 6 ore in uno stato di inattività senza muoverti. In questo stato appari inerte ma mantieni la tua coscienza e puoi vedere e sentire normalmente.
Integrated Protection
Il tuo corpo ha delle difese innate che possono essere potenziate con delle armature:
Guadagni un +1 in AC.
Puoi indossare solo armatura cui hai proefficienza. Per indossare un'armatura oltre che uno scudo, devi incorporarla nel tuo corpo nel corso di 1 ore, durante la quale rimani in costante contatto con l'armatura. Per rimuovere l'armatura devi spendere 1 ore per rimuovere le parti installate. Puoi effettuare uno Short Rest mentre inserisci o rimuovi l'armatura tramite questa feature.
Mentre sei in vita, l'armatura incorporata non può essere rimossa contro la tua volontà.