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Fighter


Hit Points

Hit Dice: d10 per Fighter level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Fighter level after 1st

Proficiences

Tools:
Saving Throws: Strength, Constitution
Skills: Choose two Skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Persuasion, and Survival

Overview & Creation

A fighter is anyone who has learned to push their bodies beyond what normally can be done. Whether through the crucible of war or an exceptional instructor, they attack more, recovery from setback and push their area of expertise to new heights.Whether that new height is a bow, scimitars, rapier, fullblade, or mastery of the shield they seek to push themselves beyond pure martial skill into the realm of heroes and legends.  


Class Features

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the Fighting Styles options. You can’t take a Fighting Style option more than once, even if you later get to choose again.  

Martial Versatility

During a long rest, you can replace a fighting style you know with another fighting style available. If you know any Maneuvers, you can replace one maneuver you know with a different maneuver.  

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. You can use this a number of times equal to your Constitution modifier (minimum of 2), you must finish a Long Rest before you can use it again.  

Weapon Mastery

Your training with weapons allows you to use the Mastery property of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change the kinds of melee weapons you chose. When you reach 4th level, you gain a third weapon choice, and a fourth at 10th level.  

Martial Archetype

You have been trained in a specific style of combat and martial excellence. A collection of techniques and abilities that elevate you above typical soldiers and guardsmen. You start with an archetype (shown at the bottom of the page), which grants you features, and more abilities at 3rd, 6th, 10th, 14th level.  

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, chosen from the following action options: Attack, Dash, Disengage, or Dodge. You can use this feature three times, no more than once on your turn, regaining expended uses on a Long Rest. At 15th level, you can use this features six times, no more than once on your turn.  

Ability Score Improvement or Feat

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. Alternatively you can take a Feat from the Feats List.  

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 18th level in this class.  

Weapon Expert

At 7th level, you have honed your use of weapons to an art. Whenever you finish a Long Rest, you can choose one of the kinds of Mastery weapons you’re using and replace its Mastery property with another Mastery property. The chosen kind of weapon must qualify for the new property. For example, you could replace the Longsword’s Flex property with the Push property. This property change applies only for you, not for others, and the change ends for you when you finish your next Long Rest.  

Indomitable

Beginning at 9th level, if you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. If you do so, you must use the new roll, and you can’t use this feature again until you finish a Long Rest.  

Weapon Adept

Starting at 13th level, you are a master of weapons. When you use your Weapon Expert feature on a kind of weapon, you can give that kind of weapon two properties rather than one, but you then use only one property at a time; whenever you make an attack roll against a target with that kind of weapon, you decide which of the two properties applies to that attack. You make this decision before the attack hits or misses. For example, you could apply the Push and Topple properties to Longswords, and whenever you hit a target with a Longsword, you decide which of those properties to use against the target.  

Unconquerable

At 17th level, when you’re in great peril, you can tap into a deep well of resilience within yourself. If you fail a saving throw and your Indomitable feature is expended, you can use it again by expending a use of your Second Wind, which also heals you.  

Epic Boon

Starting at 20th level, choose your Strength or Constitution score. That score increases by 2, and its maximum is now 30. Select an Epic Boon of your choice.


Starting Equipment

Roll 8d4 x10gp

  A class with a plethora of options and specialisations. Some basic first level builds are included, but feel free to mix and match within your budget. It is advised, even if you specialise in a specific weapon, that you have 1 of each damage type (piercing, slashing, bludgeoning, ranged) to deal with creature resistances.


Subclass Options

Arcane Archer

Originally an order trained by the Archmage Melf (as in Melf's Acid Arrow, and Melf's Minute Meteors), the Arcane Archer has become a duel master of the bow and of short-lived enchantments on to the shafts they let fly. Those enchantments cover a gambit of useful things; from banishing creatures out of our reality, exploding arrows of grasping vines or blinding smoke, and even arrows that fly around corners.   Longbowman Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp
Longbow (1d8 piercing, range 150/600ft, Ammunition, Heavy, Two-Handed): 2lb, 50gp
Rapier (1d8 piercing): 2lb, 25gp
Explorers Pack (2gp) containing a backpack, 50ft of hemp rope, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.  

Arcane Archer Lore

You’ve learned magical theory into the alteration of arrows, you gain proficiency in Arcana and Nature, and learn either the Prestidigitation or 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 Shots options of your choice. 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, unless the option doesn’t involve an attack roll. You have a number of uses of Arcane Shot equal to three times your Intelligence modifier (minimum of 3), and you regain all expended uses of it when you finish a long rest. You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 6th, 10th, 14th, and 17th level.  

Pushing Arrow

At 6th level, you gain the ability to infuse arrows with explosive magic. Whenever you hit a creature of medium size or smaller, you can push the creature 10ft back versus a Strength saving throw. At 15th level you can use this ability on creatures of large size or smaller, and push them back 20ft.  

Curving Shot

At 10th 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 14th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain half of your expended uses.  

Banneret

Not all fighters focus on the front of a battlefield, the Banneret must rise above to consider their allies. Bannerets understand the lessons of inspiration from Bardic allies, and use their incredible reserves to rally and inspire their allies. Sometimes the best leadership is the guy throwing his shoulder in next to you.   Mercenary Captain Build
Cuirass (16 AC): 30lb, 75gp and Heater Shield ( + 2 AC): 8lb, 20gp
Morningstar (1d8 slashing): 4lb, 10gp
Heavy Crossbow (1d10 piercing, range 100/400ft, Ammunition, Heavy, Loading, Two-Handed): 18lb, 50gp
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.
Soap & Perfume: (2gp) A collection of great smelling things to ensure you do too.  

Bonus Proficiency

When you choose this archetype, you gain proficiency in Persuasion, Insight, and three languages of your choice.  

Fighting Spirit

Beginning at 3rd level, your intensity in battle inspires your allies to fight past their injuries. As a bonus action on your turn, you choose up to your Charisma (minimum of 1) creatures within 30 feet of you that are allied with you. Each one regains hit points equal to 1d10 + your fighter level, provided that the creature can see or hear you, and you gain 5 temporary hit points for each ally healed this way. You can use this feature three times per long rest, and can use it six times at 6th level, and nine times at 14th level.  

Royal Envoy

Starting at 6th level, your discipline and attention to detail allow you to excel in social situations. Your proficiency bonus is doubled for any ability check you make that uses Persuasion or Insight. 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).  

Inspiring Cry

Starting at 10th level, you learn to trade your allies focus from accuracy to swiftness. If an ally within 30ft takes the Attack action and has advantage on an attack roll against against one of the targets, you can forgo the advantage for that roll and they can 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 14th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling Unconscious, and you can immediately take an extra 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.  

Manifest Fighting Spirit

At 17th level, the range of your Fighting Spirit and Inspiring Cry increase to 60ft. When you use either of these features on a target below half of their health, they regain an additional 5 + your Charisma modifier in health.  

Battlemaster

Are you the sort to throw dust in an enemies face, trip their feet, or crash a chandelier overhead? The Battlemaster is for the cunning fighter, who works the entire battlefield by effecting the ability and footing of his foe rather than purely attacking or damaging them. They know that controlling their opponent is more valuable than striking them.   Tactician Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp
Sabre (1d8 slashing): 3lb, 25gp and Shortsword (1d6 piercing, Light): 2lb, 10gp and Sap (1d6 bludgeoning, Light): 3lb, 10gp
3 Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
3 Light Hammer (1d6 bludgeoning, range 20/60ft, Light): 2lb, 5gp
3 Handaxe (1d6 slashing, range 20/60ft, Light): 2lb, 5gp
Burglar’s Pack (4 gp) containing a backpack, a bag of 1,000 ball bearings, 50ft of hemp rope, string, bells, a crowbar, a hooded lantern, flasks of oil, tinderbox.  

Student of War

When you choose this archetype, you gain proficiency with two of the following; Astrology, Carpentry, History, Religion, and Smithing.  

Combat Superiority

At 3rd level, you learn Maneuvers that are fueled by special dice called superiority dice.   Maneuvers: You learn three Maneuvers of your choice. Many Maneuvers enhance an attack in some way. You can use only one Maneuver per attack. You learn two additional Maneuvers of your choice 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 superiority dice equal to three times your Intelligence modifier +3, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a long rest. You gain another three superiority die at 6th level and three more at 14th 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)  

Know Your Enemy

Starting at 6th level, you can learn certain information about its capabilities by pressing against them in combat. Whenever you use superiority dice against a creature, you learn the creatures Strength, Dexterity, Constitution, AC, current health, and Fighter levels. You cannot use this ability until you roll for Initiative again. Upon reaching 10th level, you can use this feature twice in a combat, and beginning at 14th level, you can use it three times in a combat.  

Improved Combat Superiority

At 10th level, your superiority dice turn into d10s. At 17th level, they turn into d12s.  

Relentless

Starting at 14th level, when you roll initiative and have no superiority dice remaining, you regain 3 superiority die.  

Cavalier

A cavalier is one with his horse, almost glued to the saddle. Usually with some noble heritage or courtly connections, cavaliers distract enemies their not even engaged with, striding around the battlefield to chase down enemy movement and slam into defensive lines. Because of the risks of moving around battle they are consummate at self-defense and the defense of their mount.   Horseman Build
Cuirass (16 AC): 30lb, 75gp
Pike/Longspear (1d10 piercing, Reach 1): 12lb, 35gp
3 Trident 1d6/d8 piercing, range 20/60ft): 4lb, 5gp
An Explorers Pack (2gp) containing a backpack, 50ft of hemp rope, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.
Soap & Perfume: (2gp) A collection of great smelling things to ensure you do too.  

Born to the Saddle

When you choose this archetype, 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. You also gain proficiency in Animal Handling, Riding, and Teaming.  

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. 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 (a minimum of once), and you regain all expended uses of it when you finish a long rest.  

Warding Maneuver

At 6th 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 Strength modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest. You also gain the ability to ritually cast Find Steed once per day.  

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 14th 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. You also gain the ability to ritually cast Find Steed at 4th level twice per day.  

Eldritch Knight

Taking the greatest aspects of wizardry, at least in the opinion of a fighter, evocations of energy and shields of pure energy. Focusing on two different disciplines can be quite taxing on a person, the old saying of a man riding two horses rides neither, but Eldritch Knights are of a discipline that has forged these two into one path, at a cost of flexibility.   Purple Dragon Knight Build
Cuirass (16 AC): 30lb, 75gp and Buckler (+1 AC): 3lb, 10gp
Flail (1d8 bludgeoning): 2lb, 10gp
Apprentice Spellbook (50gp)
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.  

Weapon Bond

When you select this archetype, 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. You also learn two cantrips of your choice from the Wizard Spell List. You learn an additional Wizard Cantrip of your choice at 10th level.  

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells of first level, and eventually higher.  

Spell Slots

The table at the top of the page shows how many spell slots you have to cast your 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 spells from the Wizard Spell List, two of which you must choose from the abjuration and evocation spells on the Wizard Spell List. The Spells Known column 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  

Study Magic

You spend 10 minutes to prepare yourself to examine the pure magical energy of the Weave. For the next ten minutes after your preparations you can sense the faint aura of magic around visible creatures and objects within 30 feet of you. The aura tells you the spells school of magic and any noticeable source of magical energy. This ability can penetrate thin barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.  

War Magic

Beginning at 6th level, when you use your action to cast a cantrip or spell of 1st level or higher, 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 14th 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.  

Gladiator

Not all fighters learned their skills on their own terms. More than a few slaves have risen up through blood sports to the master of martial ability. Their skills are tempered in this way, more performance of brutality and flair than utility. You’ve learnt of the many dirty ways of felling a man, woman or child-sized humanoid.  

Adaptable Victor

When you choose this archetype, you’ve studied your friends and foes alike and learned that victory relies on adaptability. Whenever you finish a Long Rest, you can gain proficiency in one skill from those available to this class at 1st level, as you remind yourself of past lessons. This proficiency lasts until the end of your next Long Rest. You can also deal an additional 1d6 damage per turn with your off-hand weapon if it has the light property.  

Improved Critical

Beginning at 3rd level, your weapons and unarmed strikes score a critical hit on a roll of 19 or 20.  

Additional Fighting Style

At 6th level, you can choose a second Fighting Styles.  

Heroic Warrior

Starting at 6th level, once per combat, you can give yourself Advantage on a d20 roll.  

Superior Critical

Starting at 10th level, your weapons and unarmed strikes score a critical hit on a roll of 18-20.  

Survivor

At 14th level, you have Advantage on death saving throws. Moreover, when you roll an 18–20 on a death save, you gain the benefit of rolling a 20. 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 your Hit Points left. You don’t gain this benefit if you have 0 Hit Points.  

Psi Knight

Fighters that have learnt to channel their telekinetic powers into either strengthening their own blows or weakening the blows of their enemies. Eventually this talent extends to lashing out pure psionic power to throw enemies around the battlefield. The masters can craft giant psionic constructs to hide behind, and transform their strikes into powerful blows pushing them down, and even regenerate wounds.   Githyanki Student Build
Cuirass (16 AC): 30lb, 75gp and Heater Shield (+2 AC): 8lb, 20gp
Sabre (1d8 slashing): 3lb, 25gp
Quartz Resonance (10gp)
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.  

Integrated Telekinesis

When you take this archetype, you learn the Mage Hand cantrip. You can cast it without components, and you can make the spectral hand invisible. Wisdom is your spellcasting ability for this spell. You also gain proficiency in Psionics.  

Psionic Talent

Starting at 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a 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 for an hour.   When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 6th level (d8), 10th level (d10), and 14th level (d12). The powers below use your Psionic Energy dice;
  • Protective Field: 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.
  • Psionic Strike: You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of 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.
  • Telekinetic Movement: 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 for ten minutes, unless you expend a Psionic Energy die to take it again.
 

Telekinetic Adept

At 6th level, you have mastered new ways to use your telekinesis:
  • Psi-Powered Leap: 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 for ten minutes, unless you expend a Psionic Energy die to take it again.
  • Telekinetic Thrust: 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 Prone or move it up to 10 feet in any direction horizontally.
 

Guarded Mind

Beginning at 10th level, The psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn Charmed or Frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions.  

Bulwark of Force

At 14th level, 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 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.  

Telekinetic Master

Starting at 17th level, Your ability to move creatures and objects with your mind is matched by few. You can cast the 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.  

Rune Knight

The power of the giant’s craft, the Skiltgravr, has started to be disseminated amongst human-kind thanks to half-giant offspring sharing the arts. Able to channel one of the True Giants particular form of power into their skills and fighting form, or swell to incredible sizes. Also the power has been altered to protect allies, channel multiple Giant’s powers and share them with your battle brothers.   Giant Heir Build
Cuirass (16 AC): 30lb, 75gp
Maul (3d4 bludgeoning): 10lb, 50gp
3 Trident 1d6/d8 piercing, range 20/60ft): 4lb, 5gp
Runecarvers’ Tools (50gp)
Dungeoneer’s Pack (8gp) containing a backpack, a crowbar, a hammer, 10 pitons, 10 torches, 50ft of hemp rope, a tinderbox.  

Rune Magic

Starting when you select this archetype, you can use magic runes to enhance your gear. You learn two Rune Options of your choice, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. 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 Armour, 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. You also gain proficiency in Carpentry, Smithing, or Weaving and the Jotun and Skadi languages.  

Giant Might

At 3rd level, you can imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
  • 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 cxtra 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.  

Runic Shield

Beginning at 6th level, 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 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. In addition, you learn one new rune of your choice from your Rune Magic feature (for a total of three).  

Great Stature

At 10th level, the magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll. Moreover, the extra damage you deal with your Giant Might feature increases to 1d8. In addition, you learn one new rune of your choice from your Rune Magic feature (for a total of four).  

Master of Runes

Starting at 14th level, you can invoke each rune you know from your Rune Magic feature twice, rather than once, and you regain all expended uses after ten minutes. In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of five).  

Runic Juggernaut

Finally at 17th level, 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 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.


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Falme.

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