GWF
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.
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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.
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Darkvision
Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Dwarven Resilience
You have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Combat Training
You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency
You gain proficiency with the artisan's tools of your choice: Smith's tools, ((brewer's supplies)), or mason's tools.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
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.
SANGUINE KNIGHT
Suffering Sword
Beginning when you choose this archetype at 3rd level, you can only use weapons that deal slashing damage. If you use a weapon that deals Slashing or another damage type, you can only choose slashing. You deal 1 extra bleed damage with such weapons.
Sanguine Boon
At 3rd level, whenever you are healed, if you would be healed to your maximum hit points, you can convert any leftover healing as temporary hit points. You cannot gain more than 3 times your character level of temporary hit points in this way. You cannot gain temporary hit points from this class feature if you already have any temporary hit points at all.
GB
Attribute Cap Increase
+2 Intelligence; this boosts the maximum of an ability score but not the score itself
4TH LEVEL ASI: CHAINBREAKER (PRESTIGE CLASS)
Upon choosing Chainbreaker, you gain proficiency in the following chain weapons:
Quick Chain
(1d6 Bludgeoning), Reach(10ft.), Finesse, Light
Weapon group: Flails
Brutish Chain
(1d8 Bludgeoning), Reach(10ft.), Versatile (1d10), Catching
Special: You gain a +1 bonus on contested Strength (Athletics) ability checks to maintain grapples made with this weapon
Weapon group: Flails
You may turn an appropriate length of chain into either chain weapon after spending an hour to modify the chains to the preferred type. Chain Weapons may be used in conjunction with class abilities such as but not limited to, Pact of the Blade. Magical chains used as the material for a chain weapon, they lose their magical properties as an item but the resulting chain weapon count as a magical weapon for bypassing resistances. Chain weapons may be also crafted by a Chainbreaker via the crafting system.
Anchor Chain
As an action, you can attach your chain to any point within reach. While anchored and using movement, you can use it in combat as a tripwire between yourself and the anchor point. Enemies must make a Dexterity saving throw (DC 8 + proficiency + strength/dexterity) or become prone. An enemy can only be affected by this once per turn. Enemies with a fly speed are immune to this effect. The chain can be detached again as a free action and you cannot attack with the chain weapon until this is done.
Class/Racial Features & Traits
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