Arcane Archer
Bonus Proficiencies: Starting at 3rd level, you choose to gain proficiency in either the Arcana or the Nature skill, and you choose to 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 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, 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: 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.
Banneret
Rallying Cry: Starting at 3rd level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.
Royal Envoy: At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance. Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.
Inspiring Surge: At 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you. Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.
Bulwark: At 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.
Bastion
Shardlight Protection: Starting at 3rd level, as a bonus action, you can summon a shield made of crystallized light into one of your free hands. While holding it, this shield has similar properties to a mundane shield, except that it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The shield is weightless, you can’t be disarmed of that shield unless you are incapacitated, and you take no damage from magic missile. You can only have one instance of Shardlight Protection active at a time, which remains summoned until you use this feature again, if you dismiss it on your turn as a bonus action, or if you die.
Luminous Prison: At 3rd level, you can throw a shardlight shield to magically constrain an adversary. As an action, you can choose to throw a shield summoned by the Shardlight Protection feature at a hostile creature within 30 feet of you. The creature must succeed on a Dexterity saving throw or be restrained until the end of your next turn. Your Luminous Prison save DC equals 8 + your proficiency bonus + your Constitution modifier. The shield returns to your hand at the end of the duration or on a success. 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.
Prismatic Defense: At 7th level, you learn how to use your shardlight to protect others and enhance your own defenses. While you are holding a shield summoned by Shardlight Protection, if you or an ally within 5 feet of you is hit with an attack, you can use your reaction to provide half cover to any creature of
your choice that you can see within 5 feet of you until the end of your next turn. You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses of it when you finish a short rest or long rest.
Blinding Radiance: At 10th level, you can shatter your shardlight shield to blind and deter your foes. You can choose to dismiss a shield summoned by Shardlight Protection as an action, and each creature in a 15-foot cone from the shield must make a Constitution saving throw against your Blinding Radiance save DC or be blinded for a minute. Your Blinding Radiance save DC equals 8 + your proficiency bonus + your Constitution modifier. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the creature is no longer blinded. Once you use this feature, you can’t use it again until you finish a short or long rest.
Improved Shardlight: At 15th level, any shield summoned by Shardlight Protection grants a +2 bonus to Armor Class to the one wielding it. Additionally, the range of Prismatic Defense increases to 30 feet.
Crystalline Mastery: At 18th level, your body and spirit have become completely attuned to shardlight. When you use your Blinding Radiance feature, the shield is no longer dismissed unless you choose to dismiss it. In addition, when you roll initiative and have no uses of Luminous Prison left, you regain one use of the feature.
Blood Archer
Blood Shot: Starting at 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn three Blood Shot options of your choice (see
Blood 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 Blood 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 can use this feature a number of times equal to 1 + your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a short or long rest. You gain an additional Blood 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.
Blood Archer Anatomy: At 3rd level, your body adapts to the tarblood within. You are immune to disease, have resistance to poison damage, and have advantage on saving throws against poison. In addition, once you've fought a creature, you can relentlessly track it, sensing the blood of your prey. You have advantage on any Perception or Survival check you make to find a creature you've dealt damage to and has blood.
Blood Arrows: At 7th level, you gain the ability to create arrows with your blood. When you make a ranged attack using a shortbow or longbow, you can create a blood arrow in place of standard ammunition. Blood arrows are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, when you use your Blood Shot feature, you can add your Constitution modifier to the damage roll of the effect.
Blood Recall: At 10th level, you learn how to recall your arrows. When you make an attack roll with a blood arrow and miss, you can use a bonus action to reroll the attack roll against the original target, as the arrow flies back towards you.
Blood of Creation: Starting at 15th level, as an action, you can choose to sacrifice your lifeforce to reinvigorate control over your blood magic. You take necrotic damage equal to 1d10 + your Constitution modifier, which you cannot reduce in any way, and regain 1d4 uses of your Blood Shot
Blood Shot Options (Ask DM): The Blood Shot feature lets you choose options at certain levels, which are presented here in alphabetical order. They are all magical effects. Some of the Blood Shot options require your target to make a saving throw; the DC is calculated as follows: Blood Shot save DC = 8 + your proficiency bonus + your Constitution modifier.
Bone Knight
Adamant Ivory: Starting at 3rd level, you can sprout boney plates from your skin. While you aren’t wearing armor, this natural armor provides you a base AC of 17 (your Dexterity modifier doesn't affect this number). You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor. Additionally, when you take bludgeoning, piercing, or slashing damage, you can use your reaction to shield yourself from harm. Expend a Hit Die, roll it, and decrease the damage taken by the number rolled.
Bone Blades: Also 3rd level, you can sprout blades of jagged bone from each of your palms or wrists as you would draw a weapon. These bone weapons have your choice of the statistics of a longsword, shortsword, or scimitar. You can’t be disarmed of these weapons. You can retract these weapons as you would sheathe a weapon. Starting at 7th level, your blades are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, once per turn when you hit a creature with a bone weapon, you can expend a Hit Die to extend the bone into the target. Add the Hit Die and your Constitution modifier to the weapon’s damage roll.
Hardy Constitution: At 7th level, your bones and their marrow have grown more robust, granting you a formidable healing factor. You regain all of your expended Hit Dice, rather than half of them, when you finish a long rest.
Restructure: At 10th level, you can shift your skeletal structure as an action to transform your appearance. When you do so, you determine the specifics of the changes, including adjusting your height and weight, the shape of your face, the presence or absence of your teeth, your posture, and so on. You can even change your size from Medium to Small or vice versa. The extent of these changes only extends to your bone structure: you can’t change your skin color, hair length, or clothing using this ability.
Improved Ivory: At 15th level, your bones are as hard as steel and as pliant as copper. When you expend a Hit Die to use your Adamant Ivory feature to reduce damage or use your Bone Blades feature to deal additional damage, you can expend two Hit Dice at once. You subtract the total from the bludgeoning, piercing, or slashing damage you take, or add the total and your Constitution modifier to the weapon’s damage roll, respectively.
Master Osteoth: At 18th level, when you roll initiative and have fewer than half your Hit Dice, you regain 1d6 Hit Dice. Additionally, on your turn, you can expend 3 Hit Dice to regain a use of your Second Wind feature, or expend 8 Hit Dice to regain a use of your Action Surge feature (no action required).
Buccaneer
Bonus Proficiencies: Starting at 3rd level, you become proficient with firearms.
Panache: At 3rd level, you fight with unmatched debonair in combat, causing friend and foe alike to marvel at your bravado. This skill is represented by your Panache. You have a number of Panache equal to your proficiency bonus, and they fuel various Panache abilities, which are detailed below. You can have a maximum amount of Panache equal to your proficiency bonus. You regain expended Panache, up to your Panache maximum, when you finish a long rest. In addition, you can regain expended Panache, up to your Panache maximum, in the following ways:
- Critical Hit: Gain 1 Panache after rolling a critical hit with a weapon attack. Gaining Panache in this way can only happen once per round while in combat.
- Rakish Grin: As an action while in combat, you grin at a hostile creature within 30 feet and gain 1 Panache.
Panache Abilities: At 3rd level, the Panache abilities below use your Panache. You can only use Panache abilities if you aren’t wearing heavy armor or wielding a shield. Some of your Panache abilities require the target to make a saving throw. The saving throw DC is calculated as follows: 8 + your proficiency bonus + your Charisma modifier.
- Bombastic Parry: When another creature damages you with a melee attack, as a reaction, spend 1 Panache and add your Charisma modifier to your AC against the triggering attack. If the attack still hits, reduce the attack’s damage by an amount equal to your Charisma modifier.
- Distracting Display: As a bonus action, spend 1 Panache and attempt to distract an enemy. A creature within 30 feet of you must make a Wisdom saving throw against your Panache save DC. On a failure, 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.
- Firearm Finesse: When a creature moves within 15 feet of you, as a reaction, spend 2 Panache and make a ranged weapon attack against the creature.
- Quick Feet: As a bonus action, spend 1 Panache and gain the dash action.
- Reflexive Riposte: When a creature within 5 feet of you makes an attack against you, as a reaction, spend 2 Panache and make a melee weapon attack against the attacking creature.
- Sea Legs: When you hit a Large or smaller creature with a melee weapon attack, spend 1 Panache to force the creature to make a Strength saving throw against your Panache save DC. On a failure, the creature falls prone.
- The Dead Tell No Tales: If you start your turn charmed or frightened, you can spend 1 Panche and end the effect on yourself.
Pirates Life: At 3rd level, you gain proficiency with Vehicles (water) and Navigator’s tools. You also learn Winds, a language often used by pirates and sailors navigating the open seas. Winds is spoken in a series of whistles and hand gestures to communicate quickly and often in secret.
Swashbuckler: At 7th level, after spending Panache you can move up to half your movement speed without provoking attacks of opportunity. In addition, your weapon attacks score a critical hit on a roll of 19 or 20.
Captain's Charm: At 10th level, when you use your Action Surge, thanks to your natural charm or intimidating presence, you inspire those around you. Creatures of your choice within 60 feet, including yourself, gain temporary hit points equal to 1d8 + your Charisma modifier.
A Proper Scoundrel: At 15th level, the first time each round that you use a Panache ability that requires a reaction, you can perform the ability without expending the reaction. Any additional uses that round costs a reaction.
Raise the Black Flag: At 18th level, your weapon attacks score a critical hit on a roll of 18-20. In addition, when you roll initiative and have no Panache remaining, you regain 2 Panache.
Bulwark Warrior
Protective Taunt: Starting at 3rd level, once per turn whenever you make a melee weapon attack against a creature, you can taunt them into attacking you. When a creature you’ve hit since the start of your last turn attacks someone other than you, you can use your reaction to force them to attack you instead. This effect ends early if they move more than 5 feet out of your reach, you become incapacitated, or you die.
Weather the Storm: Also at 3rd level, you have grown accustomed to being battered and bruised. As a bonus action, for the next minute at the end of each of your turns, you can gain temporary hit points equal to your fighter level. Once you use this feature, you can’t use it again until you finish a short or long rest.
Living Shield: When you reach 7th level, you can quickly protect allies from attacks. As an action, all creatures of your choice within 30 feet that can hear you must make a Wisdom saving throw with a DC equal to 8 + your Constitution modifier + your proficiency bonus. Each creature that fails the save has disadvantage on all attack rolls that do not target you until the beginning of your next turn. Additionally, you can gain a number of hit points equal to your Constitution modifier for each failed saving throw. You can use this feature twice, regaining all spent uses at the end of a long rest. You gain an additional use of this ability at 15th level.
Aggressive Defense: At 10th level, you learn to wait for the perfect moment to strike. Once per turn when you have temporary hit points and hit a creature with a melee weapon attack, you can expend up to half your fighter level in temporary hit points to deal that much additional damage to your target.
Improved Second Wind: Starting at 15th level, your endurance is unrivaled in battles. When you gain health from your Second Wind feature, you can also gain temporary hit points equal to the amount healed.
Halt the Assault: Starting at 18th level, when a creature within 5 feet of you takes damage, you can use your reaction to use your temporary hit points to reduce the damage taken by the target by the amount of temporary hit points forfeited.
Cavalier
Bonus Proficiency: Starting 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: 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: 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 (a 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 (a 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
Improved Critical: Starting at 3rd level, your weapon attacks score a critical hit on a roll of 18 or 20.
Remarkable Athlete: At 7th level, you can add half your proficiency bonus (rounded 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.
Superior Critical: At 15th level, your weapon attacks score a critical hit on a roll of 17-20.
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.
Corsair
Bonus Proficiency: Starting at 3rd level, you gain proficiency in the Sleight of Hand skill, if you did not already have proficiency.
Surprise Attack: At 3rd level, you’ve learned to strike foes when they least expect it. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of extra damage increases as you gain levels in this class. At 7th level, this damage increases to 2d6, at 11th level, this damage increases to 3d6, and at 15th level, this damage increases to 4d6.
Commandeer: At 3rd level, you can replace one of your attacks with an attempt to steal an item being carried by another creature. You can’t attempt to steal an object that is being worn as clothing or armor, nor can you steal an object that is being held in one of the target’s hands. Make a Dexterity (Sleight of Hand) check, opposed by the target’s AC. On a success, you successfully steal that object. You must have a free hand to use this ability.
Three Sheets: At 7th level, whenever you use your Second Wind ability, you can also take the Dash or Disengage action as part of the same bonus action.
Charmed Life: At 10th level, you can saunter into trouble and make it out unscathed thanks to your considerable luck. You can gain advantage on one ability check, attack roll, or saving throw that uses Dexterity or Charisma. Once you use this ability, you can’t use it again until you finish a short or long rest.
Slippery Positioning: At 15th level, whenever a hostile creature that you can see within 60 feet moves, you can move 5 feet without using your reaction or provoking opportunity attacks. On each round, you can use this ability a number of times equal to your Dexterity modifier.
Untouchable Swordsman: At 18th level, you are legendary with a cutlass. Whenever you hit a creature with your Surprise Attack, the target has disadvantage on attack rolls against you until the start of your next turn.
Dragoon
Aerial Strike: Starting at 3rd level, once per turn, when you make an attack with a weapon of war while falling from a great height, or while airborne with your Skyfall feature, you can choose to perform an aerial strike. If the attack hits, you deal an additional 1d6 damage of the weapon’s damage type. If your aerial strike attack targets a creature flying, the attack is made at advantage. When you reach certain levels in this class, the damage of your Aerial Strike increases: at 5th level (1d8), 11th level (1d10), and 17th level (1d12).
Skyfall: At 3rd level, you learn to launch yourself into the air to gain momentum and descend upon your enemies. While standing, you can expend 15 feet of movement to perform a modified leap. This expended movement allows you to leap horizontally, vertically, or a combination of the two, up to 15 feet in total. For example, you could leap vertically 10 feet and horizontally 5 feet before falling. Leaping in this way does not provoke attacks of opportunity, and you fall immediately after leaping. When you fall after using Skyfall, you reduce any falling damage you take by an amount equal to three times your fighter level. When you reach certain levels in this class, the distance you can leap increases: at 5th level (20 feet), 11th level (25 feet), and 17th level (30 feet). The amount of movement you must expend to perform a Skyfall remains 15 feet. 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 short or long rest.
Weapons of War: At 3rd level, thanks to your elite training as a dragoon, you are highly skilled when wielding the glaive, halberd, lance, pike, spear, and trident. You gain the following benefits while wielding these weapons of war:
- While wielding a spear or trident, you deal 1d8 piercing damage on hit when held with one hand and 1d10 piercing damage on hit when attacking with two hands.
- When wielding a lance with two hands, you do not suffer disadvantage when attacking a creature within 5 feet of you.
- While wielding a glaive, halberd or pike, your walking speed increases by 5 feet.
Overpowering Leap: At 7th level, when you deal damage to a target with your Aerial Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier. On a failed save, you can knock the target prone or move it up to 10 feet in any direction horizontally.
Superior Landing: At 7th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your fighter level. In addition, the amount of fall damage you automatically reduce after performing a Skyfall increases to five times your fighter level.
Arcing Swing: At 10th level, your skill when wielding a weapon of war increases. On your turn while standing on solid ground, if you hit a creature with a weapon of war, you can choose to make the attack an arcing swing. Every other creature of your choice within your weapon’s reach must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier. On a failed save, a creature takes damage equal to half the amount dealt by the triggering attack. 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.
Battlefield Control: At 15th level, when you roll initiative and have no uses of your Skyfall feature remaining, you regain 1 use of the Skyfall feature.
Ground Shatter: At 18th level, after landing from a fall of 10 feet or higher, you can choose to perform a ground slam. You cause a tremor in the ground within a 20 foot radius of you. All creatures in the area must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier. On a failed save, a creature takes damage equal to two rolls of your Aerial Strike damage die and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5- foot-diameter portion requiring at least 1 minute to clear by hand. Once you use this feature, you can’t use it again until you finish a short or long rest.
Dungeoneer
Danger Sense: Starting at 3rd level, you have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Kick in the Door: At 3rd level, you know how to charge through each chamber of a dungeon and come out alive. You have advantage on initiative rolls. Additionally, when you are not surprised and you initiate combat by kicking down a door, diving in from overhead, crashing through a window, or any other suitably reckless tactic (as adjudicated by the GM), you have advantage on attacks against creatures you can see during the first round of combat.
Dungeoneer's Intuition: At 7th level, you have a sixth sense for the unique hazards present in a dungeon. You have advantage on ability checks you make to detect shapechangers, traps, and unseen magical effects, and can make a check to detect such hazards even if you would not
normally make such a check.
Monster Kill: At 10th level, when you hit an Aberration, Fey, Fiend, Monstrosity, Ooze, or
Undead with a weapon attack, you can deal an extra die of damage to the target. You can use this feature three times, and you regain all expended uses when you finish a short or long rest.
Lethality: At 15th level, you are a foremost expert in avoiding death. Whenever you would take more than 50 damage in a single turn, but the damage wouldn’t kill you outright, you instead take only 50 damage.
Avoidance: At 18th level, when you are subjected to an effect that allows you to make a
Strength, Dexterity, or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Echo Knight
Manifest Echo: At 3rd level, you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.
- As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
- When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
- When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.
Unleash Incarnation: At 3rd level, you can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Echo Avatar: At 7th level, you can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.
Shadow Martyr: At 10th level, you can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo. Once you use this feature, you can't use it again until you finish a short or long rest.
Reclaim Potential: At 15th level, you've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don't already have temporary hit points. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Legion of One: At 18th level, you can use a bonus action to create two echo's with your Manifest Echo feature, and these echoes can co-exist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead. In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.
Emberforged Knight
Illumination: Starting at 3rd level, you can choose to illuminate your surroundings with the lingering embers of your rebirth. As a Magic action, you shed bright light in a 20-foot radius and dim light for an additional 20 feet. Your illumination lasts for 1-hour. You can end this effect early (no action required). This effect ends if you have the Incapacitated condition or you die.
Phoenix Fire: At 3rd level, you've learned to briefly ignite the lingering embers of your rebirth. Once per turn, you can gain one of the following benefits when making a weapon attack.
- Burn to Ash: You gain advantage on the attack roll.
- Flame Strike: On hit, you can change the weapon’s damage type to Fire and deal additional Fire damage equal to your proficiency bonus.
When you are Bloodied, the Phoenix Fire intensifies. You gain the chosen benefit for all weapon attacks you make until the end of your turn. You can use this feature three times, and you regain all expended uses of it when you finish a Long rest. When you expend a use of your Second Wind, you regain all expended uses of this feature.
Inner Flame: At 7th level, you have mastered new ways to use your lingering embers, detailed below.
- Blazing Resilience: When you expend a use of Second Wind for any reason, in addition to its normal use, you gain temporary hit points equal to your Proficiency Bonus.
- Phoenix Flight: As a bonus action, you gain a flying speed equal to your movement speed until the end of your next turn. Once you take this bonus action, you can’t do so again until you finish a Short or Long Rest, unless you expend a use of your Phoenix Fire to restore your use of it.
Fiery Rebirth: At 10th level, you have Resistance to Fire damage. Moreover, when you are reduced to 0 hit points and don’t die outright, you can use your reaction and expend a use of your Second Wind. You instead drop to the total hit points gained with your Second Wind.
Forgotten Flames: At 15th level, the Fire damage from your Phoenix Fire feature ignores fire resistance and treats immunity to fire as resistance instead.
Everburning: At 15th level, when you roll initiative and have no uses of your Phoenix Fire feature remaining, you regain 1 use of the Phoenix Fire feature.
Herald of the Firebrand: At 18th level, your mastery of the Phoenix Fire reaches it’s peak. You can choose both benefits when using your Phoenix Fire feature.
Iron Phantom
Bound in Shadow: Starting at 3rd level, you learn one language of your choice. Additionally, you can cast the Unseen Servant spell but only as a Ritual. Intelligence is your spellcasting ability for it.
Ghostfire Companion: At 3rd level, you are tethered to a spectral companion known as the Ghostfire Skull, a floating sentient flameskull with its own name and personality. Your Ghostfire Skull uses the Ghostfire Skull companion stat block. The Ghostfire Skull is friendly to you and your allies and obeys your commands. It vanishes if you die. In combat, the Ghostfire Skull acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. If you have the Incapacitated condition, the Ghostfire Skull acts on its own and isn’t limited to the Dodge action. If the Ghostfire Skull has died within the last hour, you can take a Magic action to touch the skull and expend a use of your Second Wind. The Ghostfire Skull returns to life after 1 minute with all its Hit Points restored. Otherwise, you can perform a 1-hour ritual to resurrect the Ghostfire Skull; this ritual can be performed as part of a Short or Long Rest.
Bound by Vengeance: At 7th level, you and your Ghostfire Skull companion gain the following benefits:
- Improved Vengeful Scream: The Ghostfire Skull’s Vengeful Scream can target two creatures it can see within 30 feet.
- Into the Shadows: When the Ghostfire Skull uses their Fade action, you can also gain the Invisible condition for a number of rounds equal to your Intelligence modifier. The condition ends early immediately after you make an attack roll, deal damage, or cast a spell.
- Shared Second Wind: When you use your Second Wind to regain Hit Points, the Ghostfire Skull also regains Hit Points equal to 1d6 plus your Fighter level, and it regains one use of either its Fade or Vengeful Scream.
The Revenant: At 10th level, you and your Ghostfire Skull companion gain the following benefits:
- Marked for Revenge: Once per turn, when you make a melee attack and deal damage to a creature with the Frightened condition, or a creature Marked for Revenge, you can deal additional Psychic damage to the target equal to 2d6 plus your Intelligence modifier.
- Tandem: When you use your Action Surge, the Ghostfire Skull can take a Reaction and make a Ghostfire Ray attack.
Phantom Step: At 15th level, when you use your Action Surge, you and the Ghostfire Skull turn spectral and can move through creatures and objects as if they were difficult terrain, but take 1d10 Force damage if ending the turn inside a creature or object. Moving in this way does not provoke Opportunity Attacks.
Burning Vengeance: At 18th level, you always have the Hold Monster spell prepared. With this feature, you can cast it without a spell slot or components, and your spellcasting ability for it is Intelligence. When the spell ends, you know the distance and direction of the creature, even if it is on a different plane of existence for the next 48 hours. Once you cast the spell with this feature, you can’t do so in this way again until you finish a Long Rest, unless you expend a use of Second Wind (no action required) to restore your use of it.
Living Crucible
Compound Creator: Starting at 3rd level, you learn to create alchemical compounds toxic to others but empowering to you:
- Creating Compounds: You learn three compounds of your choice, which are detailed under “Compounds” below. You can create any number of these compounds you know by using alchemist’s supplies and spending 10 minutes to create them. These compounds remain potent until the end of your next long rest, after which time they become inert and have no effect. You learn two additional compounds of your choice at 7th, 10th, and 15th level. Each time you learn new compounds, you can also replace one compound you know with another one.
- Consuming Compounds: As a bonus action you can consume a single compound using this feature. You can safely consume a number of compounds up to 1 + your Constitution modifier (minimum of 1). Each compound you consume after that causes you to gain a level of exhaustion. When you finish a long rest, you regain the ability to safely consume compounds. You can benefit from multiple compounds at the same time, but taking the same compound more than once provides no additional effects. The benefits associated with each compound apply only to you. Any other creature that consumes one of your compounds must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or become poisoned for 1 minute.
Student of Alchemy: Also at 3rd level, you gain proficiency with alchemist’s supplies. Your proficiency bonus is doubled for any ability check that uses this proficiency.
Quick Creations: At 7th level, once per long rest you can use a bonus action to quickly create and consume one compound that you already know how to make. This does not count against your daily limit of consuming compounds.
Living Cauldron: At 10th level, the number of compounds you can safely consume increases to 3 + your Constitution modifier (minimum 1). At 18th level, the number of compounds you can safely consume increases to 5 + your Constitution modifier (minimum 1).
Toxin Transmutation: At 15th level, you can use a bonus action to end one effect causing you to be poisoned. When you do, you gain temporary hit points equal to your level in this class.
Living Catalyst: At 18th level, when you finish a long rest you can choose to replace one compound you know with another one.
Living Nightmare
Awakened Mutation: Starting at 3rd level, the powers within your eldritch flesh begin to awaken. You forever lose proficiency with shields and heavy armor, as your ever-changing body cannot hold on to them. Your flesh hardens and your reflexes grow, empowered by other-wordly ichor. While you are not wearing any armor, your Armor Class equals 11 + your Dexterity modifier + your Constitution modifier.
Eldritch Weaponry: Also at 3rd level, as a bonus action, you can mutate your body, transforming it into various weapons of destruction. They count as simple melee weapons for you, and you add your Strength modifier to the attack and damage rolls when you attack with them, as normal. When you use these weapons, you drop any items you are holding with those limbs. Some of the Living Nightmare features require your target to make a saving throw; the DC is calculated as follows: Living Nightmare save DC = 8 + your proficiency bonus + your Constitution modifier. You choose the weapon’s form each time you make an attack roll:
- Stinger: One of your limbs grows into a razor-sharp blade. It deals 1d8 piercing damage on a hit. When you take the Attack action to attack with it on your turn, you can use a bonus action to turn another limb into a Stinger and strike with it, making a single additional attack.
- Hammer Arm: Your arms turn into a black-tinted bone club. On a hit, it deals 2d6 bludgeoning damage and you can choose to push the target 5 feet away.
- Tendinous Lash: One of your limbs replaces its bones with tough coiled ligaments, allowing it to stretch a disturbing distance without breaking. It deals 1d4 slashing damage on a hit and has a reach of 15 feet. In addition, the first time on a turn you deal damage with your lash, the target must succeed on a Strength saving throw against your Living Nightmare save DC or be knocked prone as the limb sweeps their feet.
Alternatively, you can transform your limb into a shield:
- Sinister Aegis: Whenever you are targeted by an attack that you can see, you can use your reaction to temporarily turn one of your arms into a fleshy shield, gaining a +2 bonus to AC until the start of your next turn.
In addition, your eldritch flesh is capable of devouring some magical items to gain their properties. As part of a short or long rest, you can devour the following types of magic items, absorbing their properties:
- A rapier: its properties are added to your Stinger.
- A maul: its properties are added to your Hammer Arm.
- A whip: its properties are added to your Tendinous Lash.
- A shield: its properties are added to your Sinister Aegis.
If you absorb another magical item of the same type, the previous magic item of that type is destroyed.
Macabre Appetite: At 7th level, you can use the voracious hunger that dwells within your accursed body to devour the corpses of your foes and mend your flesh. When you stand within 5 feet of the corpse of a creature that has died less than 1 week ago, you can use your action to touch it and let your eldritch appendages devour it. You regain a number of hit points equal to the creature’s CR (minimum of 0, rounded down). In addition, for the next 24 hours, you can use an action to assume the creature’s appearance and voice, though none of your game statistics change. You stay in the new form until you use an action to revert to your true form or until you die. After 24 hours, or if you consume another creature, you lose the ability to take the appearance of the consumed being.
Ascending Being: At 10th level, your eldritch powers give you access to powers mortals can only dream of. Whenever you consume a creature with your Macabre Appetite, you also inherit all their memories from the last week before their death. In addition, as a bonus action, you can grow a pair of eldritch wings, giving yourself a flying speed of 30 feet for 1 minute. You can use this bonus action a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest.
Nightmarish Weaponry: At 15th level, your body enters its next stage of evolution. The weapons you wield now have the power to annihilate all who stand in your way. Once on each of your turns when you make use of your Eldritch Weaponry, you can strain your body to generate a more violent eldritch power, replacing one of your attacks:
- Stinger: You can replace one of your Stinger attacks. Instead, each creature in a 30-foot cone in front of you must succeed on a Dexterity saving throw against your Living Nightmare save DC or take damage equal to 3 hits from your Stinger.
- Hammer Arm: You can replace one of your Hammer Arm attacks. Instead, you smash the ground below you, causing quakes and sending fragments flying. Each creature within 20 feet of you must succeed on a Dexterity saving throw against your Living Nightmare save DC or take damage equal to 2 hits from your Hammer Arm and be knocked prone.
- Tendinous Lash: You can replace one of your Tendinous Lash attacks, swiping those around you instead. Each creature within 15 feet of you must succeed on a Strength saving throw against your Living Nightmare save DC or take damage equal to 1 hit from your Lash, be pulled 10 feet in a straight line towards you, and be restrained until the start of your next turn.
You can use this feature a number of times equal to your Constitution modifier (minimum of 1), and can’t do so again until you finish a long rest.
Eldritch Contamination: Starting at 18th level, you can temporarily infect creatures with the nightmare that lives within you, turning them into puppets. You can cast the dominate monster spell, requiring no components, and your spellcasting ability for the spell is Constitution. Once you use this feature twice, you can’t do so again until you finish a long rest.
Northlander
Bonus Proficiency: Starting at 3rd level, northlanders are experts in navigating longships in the icy seas. You gain proficiency with the Intimidation skill and Vehicles (water).
Inspire Fear: At 3rd level, As a bonus action, you can attempt to Inspire Fear in a creature within 60 feet that can see or hear you. The creature must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). If you have reduced a creature to 0 hit points or made a weapon attack that was a critical hit during this round of combat, the creature has disadvantage on the saving throw. On a failure, you gain temporary hit points equal to 1d4 + half your Fighter level, and the creature is frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw succeeds or the effect ends, the creature is immune to your Inspire Fear for the next 24 hours. 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.
Overwhelm: At 3rd level, when attacking a target that is frightened of you, once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an additional 1d6 psychic damage on hit. The psychic damage dealt increases when you reach 7th level (1d8), 10th level (d10) and 18th level (d12).
Intimidating Presence: At 7th level, you've learned to intimidate the local populace. When you make an Intimidation checks to influence common folk such as tavern keepers and artisans, you gain a bonus to the check equal to your Strength modifier. In addition, you gain proficiency in Charisma saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Wisdom saving throws (your choice).
Chase Down: At 10th level, you You can chase down your enemies when they try to escape. Your movement speed increases by 10 feet. When you make an opportunity attack, you can choose to move up to half your movement speed immediately after the target you attacked ends their turn.
Will to Survive: At 15th level, when damage reduces you to 0 hit points, you can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, you drop to 1 hit point instead. You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.
Unrelenting Ferocity: At 18th level, when damage reduces you to 0 hit points or when you suffer a critical hit, you can attack with a weapon or an unarmed strike against a creature within reach. You have advantage on the attack, and if the attack hits, you deal the maximum damage possible. 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.
Rune Knight
Bonus Proficiencies: Starting at 3rd level, you gain proficiency with smith’s tools, and you learn to speak, read, and write Giant.
Rune Carver: At 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.
Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time. The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.
Giant's Might: At 3rd level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
- If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
- You have advantage on Strength checks and Strength saving throws.
- Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 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: At 7th 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.
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's Might feature increases to 1d8.
Master of Runes: At 15th level, you can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.
Runic Juggernaut: At 18th 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.
Samurai
Bonus Proficiency: Starting 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: 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 all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of 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. You regain all expended uses of it when you finish a long rest.
Elegant Courtier: 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: At 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.
Rapid Strike: 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: At 18th 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.
Sword Dancer
Bonus Proficiency: Starting at 3rd level, you gain proficiency in one of the following skills of your choice: Performance, Persuasion or Sleight of Hand.
Charismatic Whirlwind: At 3rd level, while you are wearing light or no armor, not wielding a shield, and not wielding a weapon with the heavy property you can add your Charisma modifier (minimum of 1) to your Armor Class.
Sword Dance: At 3rd level, as a bonus action, you can enter a spinning sword dance, which lasts for 1 minute. While in your sword dance, you gain the following benefits if you are wearing light or no armor, not wielding a shield, and not wielding a weapon with the heavy property:
- Fancy Footwork: Your movement speed is unaffected by difficult terrain.
- Graceful Step: As a bonus action, you can move up to 10 feet without provoking attacks of opportunity.
- Whirling Dervish: Once on each of your turns, one of your attacks with a melee weapon can deal an extra 1d6 damage to a target on a hit.
Your sword dance ends early if you are incapacitated or if you choose to end it early as a bonus action. 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.
Deflect: At 7th level, as a reaction, when you are hit by an attack while wielding a melee weapon, you can deflect the damage. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your fighter level. 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.
Art of the Dance: At 10th level, when you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature until the beginning of your next turn. In addition, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Improved Whirling Dervish: At 10th level, the extra damage you deal with your Whirling Dervish feature increases to 1d8.
Mesmerizing Steel: At 15th level, when you are the target of an attack from a creature within 5 feet of you while in your sword dance, as a reaction, you can make an additional melee weapon attack against the creature.
Blade Flurry: At 18th level, while benefiting from your sword dance feature, when a creature of your choice moves within 5 feet of you for the first time on a turn or starts its turn within 5 feet of you, it is engulfed in a flurry of blades. It must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier), taking 2d10 damage on a failed save, or half as much on a successful one. The damage type is the same as your current main hand weapon.
Wrath Knight
Eternal Damnation: Starting at 3rd level, you have died and been reborn as a Wraith Knight, granting you the following benefits:
- You don’t need to eat, drink or breathe.
- You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
- You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
Edge of Oblivion: At 3rd level, the negative energy you have immersed yourself in has withered your soul and put you on the edge of oblivion. This unholy existence is represented by your Oblivion Points, and they fuel your Wraith Knight Techniques, which are detailed below. Techniques enhance an attack in some way. You can only use one Wraith Knight Technique per attack.
- Oblivion Points: You have four Oblivion Points and regain all your expended Oblivion Points when you finish a short or long rest. You gain another Oblivion Point at 7th level and one more at 15th level.
- Saving Throws: Some of your techniques require your target to make a saving throw to resist the techniques' effects. The saving throw DC is calculated as follows: Oblivion save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Graveborn: At 7th level, your connection to death allows you to prevent a fatal attack from overtaking you. When you are reduced to 0 hit points but not killed outright, your health instead becomes half your fighter level + your Constitution modifier. Once you use this feature, you can’t use it again until you finish a long rest.
Ghost Walker: At 10th level, you can phase partially into the realm of the dead, becoming like a wraith. As a bonus action, you assume a spectral form and begin your incorporeal movement. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object. You remain in this form for a number of rounds equal to your Constitution modifier (minimum of 1). Once you use this feature, you can’t do so again until you finish a short or long rest, unless you spend 1 Oblivion Point to use this feature again.
Death to the Living: At 15th level, when you score a critical hit with a weapon attack, you deal bonus necrotic damage to the target equal to half your Fighter level. In addition, when you roll initiative and have no oblivion points remaining, you regain 1 Oblivion Point.
Maliciousness: At 18th level, as a bonus action, you can allow your maliciousness to overtake you and empower your weapon attacks. Until the beginning of your next turn, your weapon attacks gain a bonus to both its attack and damage rolls equal to double your current Oblivion Point total. Additional damage dealt by your attacks is necrotic damage. In addition, until the beginning of your next turn, melee attacks against you are made at advantage. Once you use this feature, you can’t use it again until you finish a long rest.
Techniques:
- Deemed Unworthy: When you hit a creature with a weapon attack, you can spend 1 Oblivion Point to force the creature to make a Constitution Saving Throw against your Oblivion Save DC. On a failed save, roll a d4. The creature’s armor class is reduced by the number rolled until the beginning of your next turn.
- Life Drain: When you hit a creature with a weapon attack, you can spend 1 Oblivion Point to gain temporary hit points equal to the roll of the weapon’s damage die.
- Shadowy Echoes: When you make an attack of opportunity you can choose to spend any number of available Oblivion Points. Add 1d6 necrotic damage per Oblivion Point spent and reduce the creatures movement speed by 5 feet per Oblivion Point spent to a minimum of 0 feet.
- Wave of Regret: As an action, spend 2 Oblivion Points to unleash a wave of pain and suffering. Creatures of your choice within a 15 foot radius centered on you must make a Wisdom Saving Throw against your Oblivion Save DC, taking 1d10 necrotic damage on a failed save or half as much on a successful one. The damage of this ability increases to 2d10 at 10th level and 3d10 at 18th level.
- Withering Strikes: Once per turn, when you hit a creature with a weapon attack, you can choose to spend 2 Oblivion Points to give the creature disadvantage on the next attack it makes before the beginning of your next turn. If the creature misses the attack made at disadvantage, it takes necrotic damage equal to your fighter level.
Wind Knight
Wind Strike Technique: Starting at 3rd level, you gain the ability to strike using a weapon with such precision and skill that you can harness the air to your advantage. You have four wind strike dice, which are d8s. You can decide to use a wind strike die that isn't expended before you make a weapon attack on your turn if you aren't in a liquid or vacuum. This augments the attack,
giving it certain benefits depending on whether it is a melee or ranged attack: For a melee attack, the reach of the attack is increased by 10 feet, and if the attack is made outside the weapon's normal reach, it counts as both a melee weapon attack and a ranged spell attack and it treats
liquids and vacuums as if they were total cover. For a ranged attack, the attack ignores disadvantage caused by long-range or the effects of wind, and the weapon returns to one of your free hands at the end of your turn if it has the thrown property. If the attack hits or deals any damage, you roll the wind strike die and add the result to the damage for the attack, and the wind strike die is expended You regain all of your expended wind strike dice when you finish a
short or long rest. You gain another wind strike die at 7th level and one more at 15th level The bonus to the attack's reach is increased by 5 feet at 7th, 10th, and 15th level.
Bonus Proficiency: At 3rd level your study of air, wind, and sound grants you new insights and draws out your talents. You gain proficiency with one musical instrument of your choice. Alternatively, you learn one language of your choice.
Adept Hearing: At 7th level your awareness of the air currents flowing around you sharpens your hearing to exceptional levels, allowing you to hear things as quiet as the rustle of wind through an illusion or the heightened pulse of a liar. You have advantage on Wisdom (Perception) checks and Intelligence (Investigation) checks that rely on hearing, and on Wisdom (Insight) checks to detect lies if the speaker is within 30 feet of you and you aren't deafened.
Wave Bender: Starting at 7th leveL your Wind Strike feature no longer treats liquids as total cover and isn't limited by liquids, and when you augment an attack using a wind strike die, it doesn't suffer disadvantage for being underwater. Also, you gain the ability to bend the arcs of your projectile attacks. When you augment a ranged attack using a wind strike die, the attack ignores up to 1 of the bonus to AC provided to the target by cover. When you reach 10th level this number increases to 2, and it increases again to 3 at 15th level.
Improved Wind Strike: At 10th level your wind strike dice turn into d10s. At 18th level they turn into d12s.
Cyclone Style: Starting at 15th level when you roll initiative and have no wind strike dice remaining, you regain 1 wind strike die.
Wind Strike Master: At 18th level your mastery over wind-based attacks becomes absolute. When you make a melee weapon attack on your turn and don't augment it using a wind
strike die, the reach is still increased by 10 feet. When you make a ranged weapon attack on your turn, you always ignore disadvantage caused by long-range, being underwater, or the effects of wind, and the weapon returns to one of your free hands at the end of your turn if it has the thrown property. Finally, your skill becomes so legendary that your Wind Strike feature ignores vacuums.
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