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Pyjjrik

13 Level (120000/140000 XP for level-up) Soldier Background Dragonborn Race / Species / Heritage Lawful Neutral Alignment
Fighter
Level 13
Hit Dice: 13/13
1d10+2 Class 1

STR
16
+3
DEX
14
+2
CON
14
+2
INT
20
+5
WIS
12
+1
CHA
7
-2
118
Hit Points
+2
Initiative (DEX)
16
Armor Class (AC)
+5
Prof. Bonus
30ft
Speed (walk/run/fly)
Spellcasting ...
+10 Attack mod
INT Ability
+5 Abi Mod
18 Save DC
+10 Expertise Bonus
+5 Proficiency Bonus
+8 Strength
+2 Dexterity
+7 Constitution
+5 Intelligence
+1 Wisdom
-2 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
+5 Arcana INT
+8 Athletics STR
-2 Deception CHA
+10 History INT
+1 Insight WIS
+3 Intimidation CHA
+10 Investigation INT
skills
+1 Medicine WIS
+5 Nature INT
+1 Perception WIS
-2 Performance CHA
-2 Persuasion CHA
+5 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Greatsword +8 STR 2d6+3 slashing
 Heavy, two-handed, bonded
Handaxe +8 STR 1d6+3 slashing
 Light, thrown (20/60)
Attacks

Spell Book

Background

Military Rank


You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Not quite the same, but similar enough. He was pretty popular during his time w/ the clan, and that'd be what his background feature applies to.

Class

Fighting Style


Great Weapon Fighting
  • When a 1 or 2 is rolled on a damage die, you may reroll the die
  • You have to use the rerolled result
  • Second Wind


  • BA to regain HP = 1d10 + Fighter LVL
  • Once per SRest/LRest
  • Action Surge


  • Extra Action
  • Once per SRest/LRest
  • Extra Attack


  • May perform 3 attacks when taking the Attack action
  • Indomitable


  • May reroll a failed save
  • Must use the new roll
  • Twice per LRest
  • Subclass

    Spellcasting


    [Refer to spellcasting section for full list of spells]
  • Spells must be from Evocation or Abjuration
  • EXCEPT for spells learned at 3rd, 8th, 14th and 20th level
  • Spells can be replaced every at every level-up
  • Weapon Bond


  • 1 hour ritual
  • Can be done during SRest/LRest
  • Cannot be disarmed of weapon unless incapacitated
  • BA to summon weapon (Only when on same plane of existence)
  • Up to 2 bonded weapons, can only summon 1 at a time
  • War Magic


  • When using an Action to cast a cantrip, can make one weapon attack as a BA
  • Eldritch Strike


  • Occurs on a hit to a target
  • Target has DisAdv on the next save VS. a spell you cast
  • Lasts until the end of your next turn
  • Race

    Breath Weapon


  • Action to exhale energy
  • Once per LRest/SRest
  • Acid DMG; 5 by 30ft line [DEX save]
  • DC = 15 [8 + CON + PB]
  • 4d6 DMG on fail, halved on success
  • Damage Resistance


  • RES to Acid DMG
  • Feats

    War Caster


  • Adv on CON saves to maintain concentration on spells when taking damage
  • Can perform somatic components even when wielding weapons or shields in one or both hands
  • When attack of opportunity is provoked, reaction can be used to cast a spell with a CT of 1A and can only target that creature

  • Features & Traits
    Armor
  • Chainmail

  • Weapons
  • Greatsword
  • 2 handaxes

  • Items
  • Explorer's pack
  • A necklace with a wolf's tooth attached
  • A Qyxpahrgh medallion

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Cantrips: 3
  • Chill Touch
  • Green-Flame Blade
  • Lightning Lure

  • Spells Known: 9
    1st LVL Spells
    1st LVL Slots: 4
  • Ice Knife
  • Shield
  • Chromatic Orb
  • Thunderwave

  • 2nd LVL Spells
    2nd LVL Slots: 3
  • Magic Weapon
  • Shatter
  • Melf's Acid Arrow

  • 3rd LVL Spells
    3rd LVL Slots: 2
  • Counterspell
  • Fireball
  • Spellcasting
    Languages
  • Common
  • Draconic
  • Proficiencies
    Armor: All armor, shields
    Weapons: Simple weapons, martial weapons
    Tools: Dragonchess set, vehicles (land)

    Languages & Proficiencies
    Sarcasm and insults are my weapons of choice.
    The best way to get me to do something is to tell me I can't do it.
    I blow up at the slightest insult.
    Anything worth doing is worth doing best.

    Personality Traits
    Responsibility. I do what I must and obey authority. (Lawful)
    Competition. I strive to test myself in all things. (Chaotic)
    Might. If I become strong, I can take what I want-- what I deserve. (Evil)
    People. I'm committed to the people I care about. (Neutral)

    Ideals
    I seek to prove myself worthy of my companions' friendship.
    I fight for those who cannot fight for themselves.

    Bonds
    I judge others harshly, and myself even more severely.
    I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough.
    I speak without really thinking through my words, invariably insulting others.

    Flaws


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

    The statblocks of your Weapons, armor and other important/magical equipment

    The statblocks of your class features

    Fighter

    The Fighter

    Level Proficiency Bonus Features
    1st +2 Fighting Style, Second Wind
    2nd +2 Action Surge (one use)
    3rd +2 Martial Archetype
    4th +2 Ability Score Improvement
    5th +3 Extra Attack
    6th +3 Ability Score Improvement
    7th +3 Martial Archetype Feature
    8th +3 Ability Score Improvement
    9th +4 Indomitable (one use)
    10th +4 Martial Archetype Feature
    11th +4 Extra Attack (2)
    12th +4 Ability Score Improvement
    13th +5 Indomitable (two uses)
    14th +5 Ability Score Improvement
    15th +5 Martial Archetype Feature
    16th +5 Ability Score Improvement
    17th +6 Action Surge (two uses), Indomitable (three uses)
    18th +6 Martial Archetype Feature
    19th +6 Ability Score Improvement
    20th +6 Extra Attack (3)
    hit dice: 1d10 per Fighter level
    hit points at 1st level: 10 + your Constitution modifier
    hit points at higher levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st
    armor proficiencies: All armor, shields
    weapon proficiencies: Simple weapons, martial weapons
    tools: None
    saving throws: Strength, Constitution
    skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
    starting equipment:
    You start with the following equipment, in addition to the equipment granted by your background:

    • (a) chain mail or (b) leather armor, longbow, and 20 arrows

    • (a) a martial weapon and a shield or (b) two martial weapons

    • (a) a light crossbow and 20 bolts or (b) two handaxes

    • (a) a dungeoneer’s pack or (b) an explorer’s pack


    spellcasting:
    class features:

    Fighting Style

    You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.   Archery
    You gain a +2 bonus to attack rolls you make with ranged weapons.   Defense
    While you are wearing armor, you gain a +1 bonus to AC.   Dueling
    When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.   Great Weapon Fighting
    When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.   Protection
    When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.   Two-Weapon Fighting
    When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.  

    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.  

    Martial Archetype

    At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.  

    Ability Score Improvement

    When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 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.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

    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.  

    Indomitable

    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.  

    Extra Attack

    Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.   The number of attacks increases to four when you reach 20th level in this class.  

    Extra Attack

    At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.
    subclass options:

    Martial Archetypes

    Nightfell - Warden of the Dead
    As long as I have breath, my shield will rise to protect my people, and my blade will lead the charge into the advancing enemy. There is no rest for the Warden of the Dead, for we are the wall that separates you from the surrounding darkness. We are the hearth around which the shadows do not rush.     The Wardens of the Dead are an elite military order, highly trained in combining esoteric practices and martial arts. There are few proper settlements that cannot boast of such warriors, whose purpose is to stand between the creatures of the night and the inhabitants of villages, fortresses, and towns.
    The Wardens of the Dead are not afraid of the occult, thanks to their unwavering spirit and audacity without equal.  

    Mark of the Dead

    At 3rd level, you can use a bonus action to mark both a weapon you wield and a target you can see within 30 feet.
    With the simple activation of this feature, you have Advantage on Wisdom Saving Throws for the duration of the effect; the marked weapon will deal additional damage to the marked target equal to your Wisdom modifier (min 1).
    If the target is an Undead, Fiend, or Aberration and is reduced to 0 Hit Points while under the effect of Mark of the Dead , the marked weapon gains 2 Grim Points, regardless of whether the lethal damage has been inflicted with this weapon.
    The effect of the mark ends after 1 minute or if this feature is used on another creature.
    You can use this feature a number of times equal to your Wisdom modifier (minimum 1), and you regain each use you spent after you complete a long rest.  

    Spiritual Vigil

    At 7th level, when you recover Soul Points at the expense of Hit Dice during a short rest, you recover 2 additional Soul Points per Hit Dice spent.
    In addition, as long as your Soul Points reserve is equal to or less than half their maximum value, you have Advantage on Wisdom (Perception) checks and can see invisible or ethereal creatures within a 30 feet radius.  

    Spirit of Steel

    At 10th level, each time you lose Soul Points due to encountering a Vile Foe, the amount lost is halved (rounded down). Any loss of Soul Points caused by factors other than Vile Foe, on the other hand, will be reduced by 1 (to a minimum of 1).  

    Black Steel Glove

    At 15th level, each Grim Weapon you possess reduces your maximum Soul Points by only one-third of the Grim Threshold value (rounding up), rather than the entire Grim Threshold value. If the Grim Weapon is a Black Pit Weapon, this feature has no effect.
    Also, when you use Mark of the Dead, you may target all creatures you can see within 30 feet.  

    Spirit of Adamantium

    At 18th level, each time you lose Soul Points, the amount lost will be reduced by 3 (to a minimum of 1 in addition, anytime you lose Soul Points, you can use your Reaction to regain an equal amount of Hit Points.
     
    Arcane Archer

    Arcane Archer

    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.   Arcane Archer Features                                                            
    Fighter Level Feature
    3rd Arcane Archer Lore, Arcane Shot (2 options)
    7th Curving Shot, Magic Arrow, Arcane Shot (3 options)
    10th Arcane Shot (4 options)
    15th Ever-Ready Shot, Arcane Shot (5 options)
    18th Arcane Shot (6 options, improved shots)
     

    Arcane Archer Lore

    At 3rd level, you learn magical theory or some of the secrets of nature — typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.  

    Arcane Shot

    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 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.  

    Magic Arrow

    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.  

    Curving Shot

    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.  

    Ever-Ready Shot

    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.  

    Arcane Shot Options

    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 equals 8 + your proficiency bonus + your Intelligence modifier.   Banishing Arrow
    You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.   After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.   Beguiling Arrow
    Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.   The psychic damage increases to 4d6 when you reach 18th level in this class.   Bursting Arrow
    You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.   The force damage increases to 4d6 when you reach 18th level in this class.   Enfeebling Arrow
    You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.   The necrotic damage increases to 4d6 when you reach 18th level in this class.   Grasping Arrow
    When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.   The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.   Piercing Arrow
    3 You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.   The piercing damage increases to 2d6 when you reach 18th level in this class.   Seeking Arrow
    Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.   The force damage increases to 2d6 when you reach 18th level in this class.   Shadow Arrow
    You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.   The psychic damage increases to 4d6 when you reach 18th level in this class.
    Battle Master

    Battle Master

    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.  

    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.   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.   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)  

    Student of War

    At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.  

    Maneuvers

    The maneuvers are presented in alphabetical order.   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.   Disarming Attack
    When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.   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.   Evasive Footwork
    When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.   Feinting Attack
    You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add 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.   Lunging Attack
    When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.   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.   Parry
    When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.   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.   Pushing Attack
    When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. 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 push the target up to 15 feet away from you.   Rally
    On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.   Riposte
    When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.   Sweeping Attack
    When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.   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.  

    Know Your Enemy

    Starting at 7th level, 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:  
    • Strength score
    • Dexterity score
    • Constitution score
    • Armor Class
    • Current hit points
    • Total class levels (if any)
    • Fighter class levels (if any)
     

    Improved Combat Superiority

    At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.  

    Relentless

    Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.  

    Improved Combat Superiority

    At 18th level, your superiority dice turn into d12s.
    Brute

    Brute

    Brutes are simple warriors who rely on mighty attacks and their own durability to overcome their enemies. Some brutes combine this physical might with tactical cunning. Others just hit things until those things stop hitting back.   Brute Features                                                            
    Fighter Level Feature
    3rd Brute Force
    7th Brutish Durability
    10th Additional Fighting Style
    15th Devastating Critical
    18th Survivor
     

    Brute Force

    Starting at 3rd level, you’re able to strike with your weapons with especially brutal force. Whenever you hit with a weapon that you’re proficient with and deal damage, the weapon’s damage increases by an amount based on your level in this class, as shown on the Brute Bonus Damage table.                 
    Fighter Level Damage Increase
    3rd 1d4
    10th 1d6
    16th 1d8
    20th 1d10
     

    Brutish Durability

    Beginning at 7th level, your toughness allows you to shrug off assaults that would devastate others.   Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.  

    Additional Fighting Style

    At 10th level, you can choose a second option from the Fighting Style feature.   Archery
    You gain a +2 bonus to attack rolls you make with ranged weapons.   Defense
    While you are wearing armor, you gain a +1 bonus to AC.   Dueling
    When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.   Great Weapon Fighting
    When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.   Protection
    When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.   Two-Weapon Fighting
    When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.  

    Devastating Critical

    Starting at 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your level in this class.  

    Survivor

    At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left.
    Cavalier

    Cavalier

    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.   Cavalier Features                                                            
    Fighter Level Feature
    3rd Bonus Proficiency, Born to the Saddle, Unwavering Mark
    7th Warding Maneuver
    10th Hold the Line
    15th Ferocious Charger
    18th Vigilant Defender
     

    Bonus Proficiency

    When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.  

    Born to the Saddle

    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 incapacitated.   Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.  

    Unwavering Mark

    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 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.  

    Warding Maneuver

    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 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.  

    Hold the Line

    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.  

    Ferocious Charger

    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 prone. You can use this feature only once on each of your turns.  

    Vigilant Defender

    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.
    Champion

    Champion

    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.  

    Improved Critical

    Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.  

    Remarkable Athlete

    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.  

    Additional Fighting Style

    At 10th level, you can choose a second option from the Fighting Style class feature.   Archery
    You gain a +2 bonus to attack rolls you make with ranged weapons.   Defense
    While you are wearing armor, you gain a +1 bonus to AC.   Dueling
    When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.   Great Weapon Fighting
    When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.   Protection
    When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.   Two-Weapon Fighting
    When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.  

    Superior Critical

    Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.  

    Survivor

    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.
    Dragoon

    Dragoon

    Dragoons are elite combatants, selected from the ranks of standard cavalry soldiers for their prowess in battle and exceptional mounted dexterity. Their specialized training focuses as much on scouting and survival as it does advanced unit tactics, creating warriors who are just as effective on their own as with the main body of an army..   A dragoon’s effectiveness comes from seamlessly weaving a variety of weapons into mounted tactics in order to control the ebb and flow of the battlefield and halt any retreat. The refined techniques of the dragoon are typically employed in armies of humans, elves, and dwarves, but regimented goblinoid armies are known to use these cavalry tactics as well.   Dragoon Features                                                         
    Fighter Level Feature
    3rd Cavalry Weapons, Elevated Control, Versatile Combatant
    7th Line Breaker
    10th Flanking Maneuvers
    15th Strategic Stride
     

    Calvary Weapons: Haft or Hilt

    Issued upon the entrance to training, sabers are the typical dragoon’s weapon of choice. A cavalry weapon can be any one-handed weapon that deals bludgeoning, piercing, or slashing damage and doesn’t have the light or finesse properties. When you choose this archetype at 3rd level, your cavalry weapon deals 1d8 damage, regardless of its damage die.  

    Elevated Control

    While cavalry traditionally refers to a mounted soldier on horseback, many armies cultivate whatever animal is best suited to the purpose in that region. While unusual, it isn’t unheard of for camels, elephants, or even giant reptiles to serve such a purpose in wartime. When you choose this archetype at 3rd level, you have advantage on Wisdom (Animal Handling) checks made to influence any beast with the capacity to be used as a mount.  

    Versatile Combatant

    At 3rd level, you exchange the protection of heavy armor for maneuverability and precision. When you aren’t wearing heavy armor, you add double your Strength modifier to damage rolls with your cavalry weapon and your speed increases by 5 feet. When you aren’t wearing medium or heavy armor, your proficiency bonus is also doubled for attack rolls you make with your cavalry weapons, and your speed increases by an additional 5 feet, to a total of 10. While you are mounted and aren’t incapacitated, the speed of your mount also increases in this way.   Additionally, when you use the Attack action to attack with a cavalry weapon, you can use a bonus action to attack with a loaded one-handed ranged weapon you are holding. Being within 5 feet of a hostile creature doesn’t impose disadvantage on this ranged attack.  

    Line Breaker

    At 7th level, you have learned to identify the break points in the enemy’s line and can clear the way for your allies to follow. If you move least 20 feet in a straight line, you can use your action to shove or trample enemies in your way. When you do so, each creature in your path must make a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, a creature is pushed 5 feet in a direction of your choice and falls prone.   Creatures have disadvantage on this saving throw if you are mounted.  

    Flanking Maneuvers

    At 10th level, your battlefield awareness allows you to sense a retreat and cut it off as it happens. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack as part of the same reaction. This movement doesn’t provoke opportunity attacks.   Starting at 18th level, if you make a melee attack against a creature, that creature can’t make an opportunity attack against you for the rest of your turn.  

    Strategic Stride

    Starting at 15th level, moving through difficult terrain costs you, or your mount, no extra movement. You can also pass through nonmagical plants and natural terrain without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.   While traveling for an hour or more while mounted, you gain the following benefits:
    • Difficult terrain doesn’t slow your group’s travel.
    • Your group can’t become lost except by magical means.
    • Even when you're engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
    • If you are traveling alone, or with up to nine other mounted creatures, you can move stealthily at a normal pace.
    • While tracking other creatures, you also learn their exact numbers, their sizes and how long ago they passed through the area.
    Eldritch Knight

    Eldritch Knight

    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: abjuration 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.  

    Spellcasting

    When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.   Cantrips
    You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.   Spell Slots
    The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells 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 shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.   Spells Known of 1st-Level and Higher
    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.   Spellcasting Ability
    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.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier  

    The Eldritch Knight

    -Spell Slots per Spell Level-

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

    Weapon Bond

    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 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.  

    War Magic

    Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.  

    Eldritch Strike

    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.  

    Arcane Charge

    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.  

    Improved War Magic

    Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
    Gunslinger

    Gunslinger

    Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them.   However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.   This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.   Should this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.  

    Firearm Proficiency

    Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.  

    Gunsmith

    Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.   Firearm Properties
    Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.   Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.   Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.   Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.   Ammunition
    All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.   Firearms                          
    Name Cost Ammo Damage Weight Range Properties
    Palm Pistol 50g 2g (20) 1d8 piercing 1 lb. (40/160) Light, reload 1, misfire 1
    Pistol 150g 4g (20) 1d10 piercing 3 lb. (60/240) Reload 4, misfire 1
    Musket 300g 5g (20) 1d12 piercing 10 lb. (120/480) Two-handed, reload 1, misfire 2
    Pepperbox 250g 4g (20) 1d10 piercing 15 lb. (80/320) Reload 6, misfire 2
    Blunderbuss 300g 5g (5) 2d8 piercing 10 lb. (15/60) Reload 1, misfire 2
    Bad News Crafted 10g (5) 2d12 piercing 25 lb. (200/800) Two-handed, misfire 3, explosive
    Hand Mortar Crafted 10g (1) 2d8 fire 10 lb. (30/60) Reload 1, misfire 3, explosive
     

    Adept Marksman

    When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.   Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.   You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.   Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.   Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:   Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier  

    Quickdraw

    When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.  

    Rapid Repair

    Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.  

    Lightning Reload

    Starting at 15th level, you can reload any firearm as a bonus action.  

    Vicious Intent

    At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.  

    Hemorrhaging Critical

    Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.  

    Trick Shots

    These trick shots are presented in alphabetical order.   Bullying Shot
    You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.   Dazing Shot
    When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.   Deadeye Shot
    When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.   Disarming Shot
    When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.   Forceful Shot
    When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.   Piercing Shot
    When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.   Violent Shot
    When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.   Winging Shot
    When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
    Samurai

    Samurai

    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.   Samurai Features                                                            
    Fighter Level Level Feature
    3rd Bonus Proficiency, Fighting Spirit (5 temp. hp)
    7th Elegant Courtier
    10th Tireless Spirit, Fighting Spirit (10 temp. hp)
    15th Rapid Strike, Fighting Spirit (15 temp. hp)
    18th Strength before Death
     

    Bonus Proficiency

    When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.  

    Fighting Spirit

    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.  

    Elegant Courtier

    Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (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).  

    Tireless Spirit

    Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.  

    Rapid Strike

    Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the 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.  

    Strength before Death

    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 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 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.
      Blood Knight

    Blood Knight

    The archetypal Blood Knight employs their own flesh and blood in the slaughter of their enemies. To a Blood Knight, battle is everything. It isn’t winning or losing that drives them so much as it is the opportunity for a good fight. And when they find that fight, they use everything they have to contest their opponent. They utilize blood sacrifices to cast spells and grant themselves additional offensive and defensive capabilities, though at a steep cost.

    Hemomancy

    Beginning when you choose this archetype at 3rd level, you gain the ability to cast hemomancy spells, detailed in chapter 3 of this companion. Spell Slots. The Blood Knight Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. Spells Known of 1st Level and Higher. You know one 1st-level hemomancy spell of your choice, chosen from the hemomancy spells detailed in chapter 3. The Spells Known column of the Blood Knight Spellcasting table shows when you learn more hemomancy spells of 1st level or higher. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the hemomancy spells you know with another hemomancy spell of your choice. The new spell must be of a level for which you have spell slots. Spellcasting Ability. Constitution is your spellcasting ability for your blood knight spells, since your spells are powered through the resilience of your body. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a blood knight spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Constitution modifier Spell attack modifier = your proficiency bonus + your Constitution modifier

    Blood Well

    Also at 3rd level, you gain a well of blood magic that is fueled through special dice called blood dice. Blood Dice. You have three blood dice, which are d6s. A blood die is expended when you use it. You regain all of your expended blood dice when you finish a short or long rest You gain an additional blood die at 7th, 15th, and 18th levels. Using Blood Dice. Blood dice can be utilized in two ways. As a bonus action on your turn, you can expend a blood die and regain a number of hit points equal to the number rolled. Also, when you hit a creature with an attack, you can choose to expend a blood die and add the number rolled to the attack’s damage roll. If you do so, the attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Blood Knight Fighter Level Spells Known Spell Slots Slot Level 3rd 1 1 1st . 4th 1 1 1st 5th 1 2 1st . 6th 1 2 1st 7th 2 2 2nd . 8th 2 2 2nd 9th 2 2 2nd . 10th 2 2 2nd 11th 2 2 2nd . 12th 2 2 2nd 13th 3 2 3rd . 14th 3 2 3rd 15th 3 2 3rd . 16th 3 2 3rd 17th 3 3 3rd . 18th 3 3 3rd 19th 4 3 4th . 20th 4 3 4th

    Deathseeker

    Starting at 7th level, you gain advantage on any Wisdom (Perception) or Wisdom (Survival) check used to find a wounded creature. Additionally, as a bonus action on your turn you can sacrifice 1 hit point to learn the general direction of every creature within 100 feet of you that has blood.

    Improved Blood Well

    At 10th level, your blood dice turn into d8s. Blood Rush Starting at 15th level, whenever you cast a hemomancy spell of 1st level or higher, you enter a blood rush. The blood rush lasts until the end of your next turn, and for the duration your speed is doubled, you have advantage on Dexterity saving throws, and you can disengage as a bonus action.

    Strength of the Wounded

    At 18th level, you gain increased power when wounded. Whenever you expend a blood die while below half your hit point maximum, you can add your Constitution modifier to the result.

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    PHB

    Chill Touch

    0-level (Cantrip) Necromancy

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: V, S
    Duration: 1 round
    You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
    At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
    Available for: Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard, Druid (Spores)

    SCAG

    Green-Flame Blade

    0-level (Cantrip) Evocation

    Casting Time: 1 action
    Range/Area: Self (5-foot radius)
    Components: S, M
    Materials: a melee weapon worth at least 1 sp
    Duration: Instantaneous
    You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
    At higher levels: This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
    Available for: Artificer, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard

    PHB

    Lightning Lure

    0-level (Cantrip) Evocation

    Casting Time 1 Action
    Range 15ft
    Duration Instantaneous
    Components V

    You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
    At higher levels: This spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).

    Class(es): Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Level 1 Spells

    PHB

    Ice Knife

    1-level Conjuration

    Casting Time 1 Action
    Range 60ft
    Duration Instantaneous
    Components S, M
    Materials A drop of water or piece of ice

    You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

    Class(es): Druid, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    PHB, page 275

    Shield

    1-level Abjuration

    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    Range/Area: Self
    Components: V, S
    Duration: 1 round
    An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
    Available for: Sorcerer, Wizard

    Player's Handbook 5E (WoC)

    Chromatic Orb

    1-level Evocation

    Casting Time: 1 action
    Range/Area: 90 ft
    Components: Verbal, Somatic, Material
    Materials: A diamond worth at least 50 gp
    Duration: Instantaneous
    You hurl a 4-inch diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 of the type you chose.
    At higher levels: When you cast this spell using a spell slot of 2nd or higher, the damage increases by 1d8 for each slot level above 1st. 
    Available for: Sorcerer, Wizard

    SRD

    Thunderwave

    1-level Evocation

    Casting Time: 1 action
    Range/Area: self (15 foot cube)
    Components: VS
    Duration: instantaneous
    A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
    Available for: Bard, Druid, Sorcerer, Wizard

    Level 2 Spells

    SRD

    Magic Weapon

    2-level Transmutation

    Casting Time: 1 bonus action
    Range/Area: touch
    Components: VS
    Duration: Concentration, up to 1 hour
    You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
    Available for: Artificer, Paladin, Ranger, Sorcerer, Wizard

    SRD

    Shatter

    2-level Evocation

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: VSM
    Materials: A chip of mica, or focus
    Duration: instantaneous
    A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
    Available for: Bard, Sorcerer, Warlock, Wizard

    SRD

    Melf's Acid Arrow

    2-level Evocation

    Casting Time: 1 action
    Range/Area: 90 feet
    Components: VSM
    Materials: Powdered rhubarb leaf and an adder's stomach, or focus
    Duration: instantaneous
    A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.
    Available for: Wizard

    Level 3 Spells

    SRD

    Counterspell

    3-level Abjuration

    Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
    Range/Area: 60 feet
    Components: S
    Duration: instantaneous
    You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used
    Available for: Sorcerer, Warlock, Wizard

    SRD

    Fireball

    3-level Evocation

    Casting Time: 1 action
    Range/Area: 150 feet
    Components: VSM
    Materials: A tiny ball of bat guano and sulfur, or focus
    Duration: instantaneous
    A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
    Available for: Sorcerer, Wizard

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