Fighter - Joseph Keen Reference/Print/Fighter... · 2017. 8. 18. · • (a) a dungeoneer’s pack...

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PAGE 16 Fighter Hit points Hit Dice: 1d10 per fighter level Hit points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Level: 1d10 (or 6) + your Constitution modifier per fighter level after 1st Proficiencies Armor: All armor, shields Weapons: Simple weapons, Martial weapons Tools: None Saving Throws: Strength, Constitution Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival Equipment You start with the following equipment: (a) chain mail or (b) leather, longbow, and 20 arrows (a) a martial weapon and a shield or, (b) two martial weapons (a) a light crossbow and 20 bolts or (b) two handaxes (a) a dungeoneer’s pack or (b) an explorers pack Fighting Style Choose one of the following. You cannot take a Fighting Style option more than once. Archery You gain +2 bonus to attack rolls with ranged weapons Defense While wearing armor, you gain +1 bonus to AC Dueling When wielding a melee weapon in one hand and no other weapons, gain +2 bonus to attack damage rolls with that weapon Great Weapon Fighting When you roll a 1 or 2 on a damage die for attacks made with two handed weapons, you can reroll that die, and must use the new roll. Protection When a creature you can see attacks a target other than you who is within 5 ft of you, you can use your reaction to impose disadvantage on the attack. You must be wielding a shield. Two-Weapon Fighting While dual-wielding weapons, you can add your ability modifier to the damage of the second attack Second Wind On your turn, you can use a bonus action to regain 1d10 + your fighter level. You must finish a short or long rest before using this feature again. Action Surge At 2nd level, on your turn, you can take one additional action on top of your regular action and a possible bonus action. You must finish a short or long rest before using this feature again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn Ability Score Increase At 4th, 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score by 2, or two ability scores by 1. You can’t bring an ability score above 20 using this feature. Extra Attack At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This increases to three attacks at 11th level, and four attacks at 20th level. Indomitable At 9th level, you can reroll a saving throw that you fail. If you do, you must use the new roll, and cannot use this feature again until you finish a long rest. You can use this feature twice between long rests at 13th level, and three times at 17th level. Martial Archetypes At 3rd level, you choose an archetype of combat. It grants bonuses at 3rd, 7th, 10th, 15th, and 18th levels. Battle Master Combat Superiority At 3rd level, you gain maneuvers that are fueled by superiority dice. Maneuvers: You learn three maneuvers of your choice, from the list below. You can only use 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 may replace one you already know. Superiority Dice: You have four superiority dice, which are d8s. They are expended if you use them. You regain all superiority dice when you finish a short or long rest. You gain another die at 7th and 15th level. Saving Throws: The saving throw DC is 8 + Proficiency Bonus + Strength or Dexterity modifier (your choice) Level Prof. Bonus Features 1st +2 Fighting Style, Second Wind 2nd +2 Action Surge (one use) 3rd +2 Martial Archetype 4th +3 Ability Score Increase 5th +3 Extra Attack 6th +3 Ability Score Increase 7th +3 Martial Archetype feature 8th +3 Ability Score Increase 9th +4 Indomitable (one use) 10th +4 Martial Archetype Feature 11th +4 Extra Attack (2) 12th +4 Ability Score Increase 13th +5 Indomitable (two uses) 14th +5 Ability Score Increase 15th +5 Martial Archetype feature 16th +5 Ability Score Increase 17th +6 Action Surge (two uses), Indomitable (three uses) 18th +6 Martial Archetype feature 19th +6 Ability Score Increase 20th +6 Extra Attack (3)

Transcript of Fighter - Joseph Keen Reference/Print/Fighter... · 2017. 8. 18. · • (a) a dungeoneer’s pack...

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FighterHit pointsHit Dice: 1d10 per fighter levelHit points at 1st Level: 10 + your Constitution modifierHit Points at Higher Level: 1d10 (or 6) + your

Constitution modifier per fighter level after 1st

ProficienciesArmor: All armor, shieldsWeapons: Simple weapons, Martial weaponsTools: NoneSaving Throws: Strength, ConstitutionSkills: Choose two from Acrobatics, Animal Handling,

Athletics, History, Insight, Intimidation, Perception, and Survival

EquipmentYou start with the following equipment:

• (a) chain mail or (b) leather, longbow, and 20 arrows• (a) a martial weapon and a shield or,

(b) two martial weapons• (a) a light crossbow and 20 bolts or (b) two handaxes• (a) a dungeoneer’s pack or (b) an explorers pack

Fighting StyleChoose one of the following. You cannot take a Fighting Style option more than once.

ArcheryYou gain +2 bonus to attack rolls with ranged weapons

DefenseWhile wearing armor, you gain +1 bonus to AC

DuelingWhen wielding a melee weapon in one hand and no other weapons, gain +2 bonus to attack damage rolls with that weapon

Great Weapon FightingWhen you roll a 1 or 2 on a damage die for attacks made with two handed weapons, you can reroll that die, and must use the new roll.

ProtectionWhen a creature you can see attacks a target other than you who is within 5 ft of you, you can use your reaction to impose disadvantage on the attack. You must be wielding a shield.

Two-Weapon FightingWhile dual-wielding weapons, you can add your ability modifier to the damage of the second attack

Second WindOn your turn, you can use a bonus action to regain 1d10 + your fighter level. You must finish a short or long rest before using this feature again.

Action SurgeAt 2nd level, on your turn, you can take one additional action on top of your regular action and a possible bonus action.

You must finish a short or long rest before using this feature again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn

Ability Score IncreaseAt 4th, 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score by 2, or two ability scores by 1. You can’t bring an ability score above 20 using this feature.

Extra AttackAt 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This increases to three attacks at 11th level, and four attacks at 20th level.

IndomitableAt 9th level, you can reroll a saving throw that you fail. If you do, you must use the new roll, and cannot use this feature again until you finish a long rest.

You can use this feature twice between long rests at 13th level, and three times at 17th level.

Martial ArchetypesAt 3rd level, you choose an archetype of combat. It grants bonuses at 3rd, 7th, 10th, 15th, and 18th levels.

Battle MasterCombat SuperiorityAt 3rd level, you gain maneuvers that are fueled by superiority dice.

Maneuvers: You learn three maneuvers of your choice, from the list below. You can only use 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 may replace one you already know.

Superiority Dice: You have four superiority dice, which are d8s. They are expended if you use them. You regain all superiority dice when you finish a short or long rest. You gain another die at 7th and 15th level.

Saving Throws: The saving throw DC is 8 + Proficiency Bonus + Strength or Dexterity modifier (your choice)

LevelProf.

Bonus Features1st +2 Fighting Style, Second Wind2nd +2 Action Surge (one use)3rd +2 Martial Archetype4th +3 Ability Score Increase5th +3 Extra Attack6th +3 Ability Score Increase7th +3 Martial Archetype feature8th +3 Ability Score Increase9th +4 Indomitable (one use)

10th +4 Martial Archetype Feature11th +4 Extra Attack (2)12th +4 Ability Score Increase13th +5 Indomitable (two uses)14th +5 Ability Score Increase15th +5 Martial Archetype feature16th +5 Ability Score Increase

17th +6 Action Surge (two uses), Indomitable (three uses)

18th +6 Martial Archetype feature19th +6 Ability Score Increase20th +6 Extra Attack (3)

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ManeuversCommander’s Strike: When you take the Attack

action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend a superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

Disarming Attack: When you hit a creature with a weapon attack, you can expend a superiority die to attempt to disarm it, forcing it to drop an item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike: When you hit a creature with a weapon attack, you can expend a superiority die to distract the creature. You add the superiority die to the attack’s damage roll. The next attack roll against the target by another has advantage if the attack is made before the start of your next turn,

Evasive Footwork: When you move, you can expend a superiority die, rolling the die and adding the number rolled to your AC until you stop moving,

Feinting Attack: You can expend a superiority die and use a bonus action on your turn to feint, choosing one creature within 5 ft of you as your target. You have advantage on your next attack roll against that creature during this turn. If that attack hits, add the superiority die to the attack’s damage roll.

Goading Attack: When you hit a creature with a weapon attack, you can expend a superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target makes a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Lunging Attack: When you make a melee weapon attack on your turn, you can expend a superiority die to increase your reach for that attack by 5 ft. If you hit, you add the superiority die to the attack’s damage roll.

Maneuvering Attack: When you hit a creature with a weapon attack, you can expend a superiority die to maneuver one of your comrades into a more advantageous position. Add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack: When you hit a creature with a weapon attack, you can expend a superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry: When another creature damages you with a melee attack, you can use your reaction and expend a superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier,

Precision Attack: When you make a weapon attack roll against a creature, you can expend a superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack: When you hit a creature with a weapon attack, you can expend a superiority die to attempt to drive the target back. Add the superiority die to the attack’s damage roll, and if the target is Large

or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 ft away.

Rally: On your turn, you can use a bonus action and expend a superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. They gain temporary hit points equal to the superiority die roll + your Charisma modifier.

Riposte: When a creature misses you with a melee attack, you can use your reaction and expend a superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

Sweeping Attack: When you hit a creature with a melee weapon attack, you can expend a superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 ft of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack,

Trip Attack: When you hit a creature with a weapon attack, you can expend a superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

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

Know Your EnemyAt 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

Strength score, Dexterity score, Constitution score, Armor Class, Current Hit points, total class levels (if any), or Fighter class levels (if any).

ChampionImproved CriticalYour weapon attacks score a critical on a 19 or 20.

Remarkable AthleteAt 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that you aren’t proficient in.

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 StyleAt 10th level, you can choose a second Fighting Style.

Superior CriticalAt 15th level, your weapon attacks score a critical on an attack roll of 18-20.

SurvivorAt 18th level, 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. You don’t gain this benefit if you have 0 hit points.

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Eldritch KnightSpellcastingAt 3rd level, you gain the ability to cast spells.

Cantrips: You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots: The Eldritch Knight Spellcasting table shows how many spell slots you have to cast yourspells of 1st level and higher. To cast one of these spells, you expend a slot of the spell’s level or higher. You regain all spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher: You know three 1st level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

The following table shows when you learn more 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.

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 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 8th, 14th, or 20th level.

Spellcasting Ability: Intelligence is your spellcasting ability for your wizard spells. 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

Weapon BondAt 3rd level, your learn a ritual to create a bond between you and a weapon. You perform this 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 forge the bond.

Once you have bonded with a weapon, you can’t be disarmed of that weapon unless incapacitated. If it’s on the same plane of existence, you can summon it to your hand as a bonus action.

You can have up to two bonded weapons, but can only summon one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

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

Eldritch StrikeAt 10th level, when you hit a creature with a weapon attack, it has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Arcane ChargeAt 15th level, you can the ability to teleport up to 30 ft to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

Improved War MagicAt 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Purple Dragon Knight (scag)Restriction: KnighthoodPurple Dragon Knights are tied to a specific order of Cormyrean knighthood.

Banneret serves as the generic term for this archetype if you use it in other campaign settings, or to model warlords other than Purple Dragon Knights.

Rallying CryAt 3rd level, when you use your Second Wind feature, you can choose up to three creature within 60 ft of you that are allied with you. Each gains hit points equal to your fighter level, providing they can see or hear you.

Royal EnvoyAt 7th level, you gain proficiency in Persuasion. If you are already proficient in it, you gain proficiency in one of the following of your choice: Animal Handling, Insight, Intimidation, or Performance.

Your proficiency bonus is doubled for any checks you make that uses Persuasion.

Inspiring SurgeAt 10th level, when you use your Action Surge, you can choose one allied creature with 60 ft. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you. At 17th level, you can choose two allies, rather than one.

BulwarkAt 15th level, when you use Indomitable Will to reroll an Intelligence, Wisdom, or Charisma saving throw and you aren’t incapacitated, you can choose one ally within 60 ft 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.

Eldritch Knight Table

Fighter Level 0th

Spells Knwn 1st 2nd 3rd 4th

3rd 2 3 2 — — —

4th 2 4 3 — — —

5th 2 4 3 — — —

6th 2 4 3 — — —

7th 2 5 4 2 — —

8th 2 6 4 2 — —

9th 2 6 4 2 — —

10th 3 7 4 3 — —

11th 3 8 4 3 — —

12th 3 8 4 3 — —

13th 3 9 4 3 3 —

14th 3 10 4 3 3 —

15th 3 10 4 3 3 —

16th 3 11 4 3 3 —

17th 3 11 4 3 3 —

18th 3 11 4 3 3 —

19th 3 12 4 3 3 120th 3 13 4 3 3 1

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Eldritch Knight Spells bold and asterix denote abjuration or evocation

Cantrips (0 Level)Acid Splash PHB.211Blade Ward* PHB.218Booming Blade* SCAG.142

Chill Touch PHB.221Control Flames EE.16Create Bonfire EE.16Dancing Lights* PHB.230Fire Bolt* PHB.242Friends PHB.244Frostbite* EE.18Green-Flame Blade* SCAG.143

Gust EE.19Light* PHB.255Lightning Lure* SCAG.143

Mage Hand PHB.256Mending PHB.259Message PHB.259Minor PHB.260Mold Earth EE.21Poison Spray PHB.266Prestidigitation PHB.267Ray of Frost* PHB.271Shape Water EE.21Shocking Grasp* PHB.275

Sword Burst SCAG.143 Thunderclap* EE.22True Strike PHB.284

1st LevelAbsorb Elements* EE.15Alarm* PHB.211Burning Hands* PHB.220Catapult EE.15Charm Person PHB.221Chromatic Orb* PHB.221Color Spray PHB.222Comprehend Languages PHB.224

Detect Magic PHB.231Disguise Self PHB.233Earth Tremor* EE.17Expeditious Retreat PHB.238

False Life PHB.239Feather Fall PHB.239Find Familiar PHB.240Fog Cloud PHB.243Grease PHB.246Ice Knife EE.19

Identify PHB.252Illusory Script PHB.252Jump PHB.254Longstrider PHB.256Mage Armor* PHB.256Magic Missile* PHB.257Protection from Evil

and Good* PHB.270Ray of Sickness PHB.271Shield* PHB.275Silent Image PHB.276Sleep PHB.276Tasha’s Hideous

Laughter PHB.280Tenser’s Floating Disk PHB.282

Thunderwave* PHB.282Unseen Servant PHB.284Witch Bolt* PHB.289

2nd LevelAganazzar’s Scorcher* EE.15

Alter Self PHB.211Arcane Lock* PHB.215Blindness/Deafness PHB.219

Blur PHB.219Cloud of Daggers PHB.222Continual Flame* PHB.227

Crown of Madness PHB.229

Darkness* PHB.230Darkvision PHB.230Detect Thoughts PHB.231Dust Devil EE.17Earthbind EE.17Enlarge/Reduce PHB.237Flaming Sphere PHB.242Gentle Repose PHB.245Gust of Wind* PHB.248Hold Person PHB.251Invisibility PHB.254Knock PHB.254Levitate PHB.255Locate Object PHB.256Magic Mouth PHB.257Magic Weapon PHB.257Maximilian’s Earthen

Grasp EE.20

Melf ’s Acid Arrow* PHB.259

Mirror Image PHB.260Misty Step PHB.260Nystul’s Magic Aura PHB.263

Phantasmal Force PHB.264

Pyrotechnics EE.21Ray of Enfeeblement PHB.271

Rope Trick PHB.272Scorching Ray* PHB.273See Invisibility PHB.274Shatter* PHB.275Skywrite EE.22Snilloc’s Snowball

Swarm* EE.22Spider Climb PHB.277Suggestion PHB.279Web PHB.287

3rd LevelAnimate Dead PHB.212Bestow Curse PHB.218Blink PHB.219Clairvoyance PHB.222Counterspell* PHB.228Dispel Magic* PHB.234Erupting Earth EE.17Fear PHB.239Feign Death PHB.240Fireball* PHB.241Flame Arrows EE.18Fly PHB.243Gaseous Form PHB.244Glyph of Warding* PHB.245

Haste PHB.250Hypnotic Pattern PHB.252Leomund’s Tiny Hut* PHB.255

Lightning Bolt* PHB.255Magic Circle* PHB.256Major Image PHB.258Melf ’s Minute Meteors* EE.20

Nondetection* PHB.263Phantom Steed PHB.265Protection from

Energy* PHB.270

Remove Curse* PHB.271Sending* PHB.274Sleet Storm PHB.276Slow PHB.277Stinking Cloud PHB.278Tidal Wave EE.22Tongues PHB.283Vampiric Touch PHB.285Wall of Sand* EE.23Wall of Water* EE.23Water Breathing PHB.287

4th LevelArcane Eye PHB.214Banishment* PHB.217Blight PHB.219Confusion PHB.224Conjure Minor

Elementals PHB.226Control Water PHB.227Dimension Door PHB.233Elemental Bane EE.17Evard’s Black Tentacles PHB.238

Fabricate PHB.239Fire Shield* PHB.242Greater Invisibility PHB.246

Hallucinatory Terrain PHB.249

Ice Storm* PHB.252Leomund’s Secret Chest PHB.254

Locate Creature PHB.256Mordenkainen’s Faithful

Hound PHB.261Mordenkainen’s

Private Sanctum* PHB.262

Otiluke’s Resilient Sphere* PHB.264

Phantasmal Killer PHB.265

Polymorph PHB.266Stone Shape PHB.278Stoneskin* PHB.278Storm Sphere* EE.22Vitriolic Sphere* EE.23Wall of Fire* PHB.285Watery Sphere EE.23