Base Class: Fighter
A Syncretic Fighter draws battle techniques from an eclectic blend of disciplines. Rather than commit to a single martial tradition, this fighter takes inspiration from many traditions and combines their qualities into a personal style. To other warriors, their techniques may seem unfocused, erratic, and sloppy, but warriors of syncretic methods know better; what they lack in tried-and-true traditions they more than make up for in their ability to blend the strengths of different traditions into a more formidable tapestry.
As a Syncretic Fighter, you may be self-taught, making it up as you go along and doing what works, or perhaps you received training from a number of different sources. Either way, you are a warrior whose style is unique, personal, and all their own.
Syncretic Novice
3rd-level Syncretic Fighter feature
At 3rd level, you gain two Eclectic Features, and you gain two Eclectic Options if any Eclectic Features you selected support options.
Syncretic Adept
7th-level Syncretic Fighter feature
At 7th level, you gain one Eclectic Feature, and you gain an Eclectic Option if any Eclectic Features you selected support options.
Syncretic Practitioner
10th-level Syncretic Fighter feature
At 10th level, you gain one Eclectic Feature, and you gain an Eclectic Option if any Eclectic Features you selected support options.
Syncretic Expert
15th-level Syncretic Fighter feature
At 15th level, you gain one Eclectic Feature, and you gain an Eclectic Option if any Eclectic Features you selected support options.
Syncretic Master
18th-level Syncretic Fighter feature
At 18th level, you gain one Eclectic Feature, and you gain an Eclectic Option if any Eclectic Features you selected support options.
Spellcasting
You can learn spellcasting if you take the Spellcasting feature under Eclectic Features.
Note: Due to the limitations of D&D Beyond and how spellcasting is bound to the subclass root instead of a feature, spellcasting must be enabled across the entire subclass, regardless of features taken. As a result, please only add spells if you have taken the Spellcasting feature under Eclectic Features.
Eclectic Features
3rd-level Syncretic Fighter feature
At 3rd level, you select two features, and select additional features at 7th, 10th, 15th, and 18th levels.
Additional Fighting Style
Prerequisite: 10th-level fighter
You can choose a second option from the Fighting Style class feature.
Adept Marksman
Prerequisite: 3rd-level fighter, firearm proficiency
You learn to perform powerful trick shots to disable or damage your opponents using your firearms.
Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.
You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.
Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
Arcane Charge
Prerequisite: 15th-level fighter
You gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.
Arcane Lore
Prerequisite: 3rd-level fighter
You learn magical theory or some of the secrets of nature . You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.
Arcane Shot
Prerequisite: 3rd-level fighter
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.
Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.
Blindside
Prerequisite: 10th-level fighter
You are truly skilled at exploiting the openings you create in combat, hitting off-guard opponents with precise blows that are swift and deadly. You may use this technique against any creature that hasn't yet taken a turn in combat, or who you have successfully misdirected this turn. You may also apply this technique to any attack roll you make with advantage. On a hit, you exploit an opening in the target's defenses, dealing an extra 5d6 points of damage. Once you use this ability, you can't use it again until you have taken a short or long rest.
At 15th level, the damage dealt by your blindside increases to 7d6.
At 18th level the damage dealt by your blindside increases to 9d6. If you have no uses of this ability at the beginning of combat on your turn, you regain one use of it.
Bonus Proficiency
Prerequisite: 3rd-level fighter
You gain proficiency in a skill or tool of your choice. Alternatively, you learn one language of your choice.
Born to the Saddle
Prerequisite: 3rd-level fighter
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.
Brutal Brawler
Prerequisite: 3rd-level fighter
Your tavernside scuffles have honed your ability to deal damage with just about anything that's handy. You have proficiency with improvised weapons, and treat any improvised weapon you handle as if it has the finesse quality.
Additionally, whenever you hit with an improvised weapon, you may spend a bonus action to break it over your opponent. Doing this destroys the weapon, but deals the maximum number each of the weapon's damage dice could deal to the target. Any additional dice added to the attack's damage roll are not affected by this ability.
At 10th level, the improvised weapons you wield become even more lethal in your hands. When you spend your bonus action to break an improvised weapon over your opponent, add an additional 2d6 to the weapon's base damage dice.
At 18th level, you have advantage on attacks you make with improvised weapons.
Bulwark
Prerequisite: 15th-level fighter
Beginning 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.
Bulwark of Force
Prerequisite: 15th-level fighter, Psionic Power feature
You can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you’re incapacitated.
Once you take this bonus action, you can’t do so again until you finish a long rest, unless you expend a Psionic Energy die to take it again.
Combat Superiority
Prerequisite: 3rd-level fighter
You learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You can learn maneuvers of your choice, which are detailed under the "Eclectic Options" feature below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You can learn additional maneuvers of your choice at 7th, 10th, 15th, and 18th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Curving Shot
Prerequisite: 7th-level fighter
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.
Diplomacy
Prerequisite: 7th-level fighter
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.
Echo Avatar
Prerequisite: 7th-level fighter, Manifest Echo feature
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.
Eldritch Strike
Prerequisite: 10th-level fighter
You learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Elegant Courtier
Prerequisite: 7th-level fighter
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).
Ever-Ready Shot
Prerequisite: 15th-level fighter, Arcane Shot feature
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.
Ferocious Charger
Prerequisite: 15th-level fighter
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.
Fighting Spirit
Prerequisite: 3rd-level fighter
Your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
Firearm Proficiency
Prerequisite: 3rd-level fighter
You gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Giant’s Might
Prerequisite: 3rd-level fighter
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. At 10th level, this damage increases to 1d8. At 18th level, this damage increases to 1d10.
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.
Great Stature
Prerequisite: 10th-level fighter, Giant's Might feature
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.
Greater Combat Superiority
Prerequisite: 18th-level fighter, Improved Combat Superiority feature
Your superiority dice turn into d12s.
Guarded Mind
Prerequisite: 10th-level fighter, Psionic Power feature
The psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions.
Gunsmith
Prerequisite: 3rd-level fighter
You gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
Firearms
| Name | Cost | Ammo | Damage | Weight | Range | Properties |
|---|---|---|---|---|---|---|
| Palm Pistol | 50g | 2g (20) | 1d8 piercing | 1 lb. | (40/160) | |
| Pistol | 150g | 4g (20) | 1d10 piercing | 3 lb. | (60/240) | |
| Musket | 300g | 5g (20) | 1d12 piercing | 10 lb. | (120/480) |
|
| Pepperbox | 250g | 4g (20) | 1d10 piercing | 5 lb. | (80/320) | |
| Blunderbuss | 300g | 5g (5) | 2d8 piercing | 10 lb. | (15/60) | |
| Bad News | Crafted | 10g (5) | 2d12 piercing | 25 lb. | (200/800) |
|
| Hand Mortar | Crafted | 10g (1) | 2d8 fire | 10 lb. | (30/60) |
Hemorrhaging Critical
Prerequisite: 18th-level fighter, firearm proficiency
Whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
Hold the Line
Prerequisite: 10th-level fighter
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.
Improved Combat Superiority
Prerequisite: 10th-level fighter, Combat Superiority feature
Your superiority dice turn into d10s.
Improved Critical
Prerequisite: 3rd-level fighter
Your weapon attacks score a critical hit on a roll of 19 or 20.
Improved War Magic
Prerequisite: 18th-level fighter, War Magic feature
When you use your action to cast a spell, you can make one weapon attack as a bonus action.
Infamy
Prerequisite: 15th-level fighter
Your reputation precedes you, making it easy for you to strike fear into the hearts of anyone foolish enough to oppose you. As part of your Attack action, you can utter deadly threats to a single target within 30 feet of you, causing them to become frightened of you for 1 minute on a failed Wisdom saving throw. An affected target may repeat this saving throw at the end of each of their turns, ending the effect on a success. The DC for this saving throw is 8 + your proficiency bonus + your Strength or Dexterity modifier. A creature who has witnessed or heard tales of your ruthlessness makes this saving throw with disadvantage.
In order for you to use this feature, a creature must be able to see, hear, or otherwise be able to understand you.
Inspiring Surge
Prerequisite: 10th-level fighter
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.
Intimidating Banter
Prerequisite: 3rd-level fighter
You are adept at integrating insults and barbs into your fighting style. So long as you are in combat, you may choose to use Strength or Dexterity to make Charisma ability checks.
Know Your Enemy
Prerequisite: 7th-level fighter
If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Strength score
- Dexterity score
- Constitution score
- Armor Class
- Current hit points
- Total class levels (if any)
- Fighter class levels (if any)
Legion of One
Prerequisite: 18th-level fighter, Manifest Echo feature, Unleash Incarnation feature
You can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. 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.
Lightning Reload
Prerequisite: 15th-level fighter, firearm proficiency
You can reload any firearm as a bonus action.
Magic Arrow
Prerequisite: 7th-level fighter
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.
Manifest Echo
Prerequisite: 3rd-level fighter
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.
You can use the echo in the following ways:
- 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.
Master of Runes
Prerequisite: 15th-level fighter, Rune Carver feature
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.
Misdirection
Prerequisite: 7th-level fighter
You are adept at using words and gestures to taunt or fake-out your opponent, turning their lack of composure against them. This allows you to goad your foe into swinging in ways that can cause them to strike their allies, or which leave them open to a counterattack. As a bonus action you can misdirect an opponent within 5 feet of you. The target must succeed on an Intelligence saving throw against a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier. On a failure, they must spend their reaction to attack a creature of your choice within 5 feet of them. If no other creatures are present within 5 feet of them, they waste their reaction attacking the air where you once were.
In order for you to misdirect a creature in this way they must be able to see, hear, or otherwise be able to understand you.
Psionic Power
Prerequisite: 3rd-level fighter
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.
Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.
Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.
Telekinetic Movement. You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can’t do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.
Quickdraw
Prerequisite: 7th-level fighter, firearm proficiency
You add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
Rallying Cry
Prerequisite: 3rd-level fighter
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.
Rapid Repair
Prerequisite: 10th-level fighter, Adept Marksman feature
You learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.
Rapid Strike
Prerequisite: 15th-level fighter
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.
Reclaim Potential
Prerequisite: 15th-level fighter, Manifest Echo feature
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.
Relentless
Prerequisite: 15th-level fighter, superiority dice
When you roll initiative and have no superiority dice remaining, you regain one superiority die.
Remarkable Athlete
Prerequisite: 7th-level fighter
You can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Rune Carver
Prerequisite: 3rd-level fighter
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.
Runes Known
| Fighter Level | Number of Runes |
|---|---|
| 3rd | 2 |
| 7th | 3 |
| 10th | 4 |
| 15th | 5 |
| 18th | 6 |
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.
Cloud Rune. This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack’s effects regardless of the attack’s range. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Fire Rune. This rune’s magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Frost Rune. This rune’s magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.
In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Stone Rune. This rune’s magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Hill Rune (7th Level or Higher). This rune’s magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Storm Rune (7th Level or Higher). Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can’t be surprised as long as you aren’t incapacitated.
In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Runic Juggernaut
Prerequisite: 18th-level fighter, Giant's Might feature
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.
Runic Shield
Prerequisite: 7th-level fighter
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.
Shadow Martyr
Prerequisite: 10th-level fighter, Manifest Echo feature
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.
Spellcasting
Prerequisite: 3rd-level fighter
You augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Syncretic Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
The Spells Known column of the Syncretic Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Syncretic Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Strength before Death
Prerequisite: 18th-level fighter
Your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.
Once you use this feature, you can’t use it again until you finish a long rest.
Superior Critical
Prerequisite: 15th-level fighter, Improved Critical feature
Your weapon attacks score a critical hit on a roll of 18–20.
Survivor
Prerequisite: 18th-level fighter
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.
Telekinetic Adept
Prerequisite: 7th-level fighter, Psionic Power feature
You have mastered new ways to use your telekinetic abilities, detailed below.
Psi-Powered Leap. As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can’t do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.
Telekinetic Thrust. When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.
Telekinetic Master
Prerequisite: 18th-level fighter, Psionic Power feature
Your ability to move creatures and objects with your mind is matched by few. You can cast the telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.
Once you cast the spell with this feature, you can’t do so again until you finish a long rest, unless you expend a Psionic Energy die to cast it again.
Tireless Spirit
Prerequisite: 10th-level fighter, Fighting Spirit feature
When you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.
Two For Flinching
Prerequisite: 18th-level fighter
You have perfected the art of exploiting your opponent's weakness. Whenever you take the attack action against an opponent you have successfully misdirected this turn, or an opponent that is afflicted by a condition, you may make one additional attack against that opponent. You may only use this feature once per round.
Unleash Incarnations
Prerequisite: 3rd-level fighter, Manifest Echo feature
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.
Unwavering Mark
Prerequisite: 3rd-level fighter
You can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.
While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.
In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level.
Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Vicious Intent
Prerequisite: 18th-level fighter, Adept Marksman feature
Your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.
Vigilant Defender
Prerequisite: 18th-level fighter
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.
War Magic
Prerequisite: 7th-level fighter
When you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Warding Maneuver
Prerequisite: 7th-level fighter
You learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Weapon Bond
Prerequisite: 3rd-level fighter
You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Eclectic Options
3rd-level Syncretic Fighter feature
You select two options for features, and select additional options at 7th, 10th, 15th, and 18th levels.
Arcane Shot: Banishing Arrow
Prerequisite: 3rd-level fighter, Arcane Shot feature
You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
Arcane Shot: Beguiling Arrow
Prerequisite: 3rd-level fighter, Arcane Shot feature
Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Arcane Shot: Bursting Arrow
Prerequisite: 3rd-level fighter, Arcane Shot feature
You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.
The force damage increases to 4d6 when you reach 18th level in this class.
Arcane Shot: Enfeebling Arrow
Prerequisite: 3rd-level fighter, Arcane Shot feature
You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
The necrotic damage increases to 4d6 when you reach 18th level in this class.
Arcane Shot: Grasping Arrow
Prerequisite: 3rd-level fighter, Arcane Shot feature
When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.
Arcane Shot: Piercing Arrow
Prerequisite: 3rd-level fighter, Arcane Shot feature
You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
The piercing damage increases to 2d6 when you reach 18th level in this class.
Arcane Shot: Seeking Arrow
Prerequisite: 3rd-level fighter, Arcane Shot feature
Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
The force damage increases to 2d6 when you reach 18th level in this class.
Arcane Shot: Shadow Arrow
Prerequisite: 3rd-level fighter, Arcane Shot feature
You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Fighting Style: Archery
Prerequisite: 10th-level fighter, Additional Fighting Style feature
You gain a +2 bonus to hit with ranged weapon attacks.
Fighting Style: Blind Fighting
Prerequisite: 10th-level fighter, Additional Fighting Style feature
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Fighting Style: Defense
Prerequisite: 10th-level fighter, Additional Fighting Style feature
While you are wearing armor, you gain a +1 bonus to AC.
Fighting Style: Dueling
Prerequisite: 10th-level fighter, Additional Fighting Style feature
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Fighting Style: Great Weapon Fighting
Prerequisite: 10th-level fighter, Additional Fighting Style feature
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.
Fighting Style: Interception
Prerequisite: 10th-level fighter, Additional Fighting Style feature
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Fighting Style: Protection
Prerequisite: 10th-level fighter, Additional Fighting Style feature
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Fighting Style: Superior Technique
Prerequisite: 10th-level fighter, Additional Fighting Style feature
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Fighting Style: Thrown Weapon Fighting
Prerequisite: 10th-level fighter, Additional Fighting Style feature
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Fighting Style: Two-Weapon Fighting
Prerequisite: 10th-level fighter, Additional Fighting Style feature
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Fighting Style: Unarmed Fighting
Prerequisite: 10th-level fighter, Additional Fighting Style feature
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Maneuvers: Ambush
Prerequisite: 3rd-level fighter, Combat Superiority feature
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren’t incapacitated.
Maneuvers: Bait and Switch
Prerequisite: 3rd-level fighter, Combat Superiority feature
When you’re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.
Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Maneuvers: Brace
Prerequisite: 3rd-level fighter, Combat Superiority feature
When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon’s damage roll.
Maneuvers: Commander’s Strike
Prerequisite: 3rd-level fighter, Combat Superiority feature
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
Maneuvers: Commanding Presence
Prerequisite: 3rd-level fighter, Combat Superiority feature
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
Maneuvers: Disarming Attack
Prerequisite: 3rd-level fighter, Combat Superiority feature
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Maneuvers: Distracting Strike
Prerequisite: 3rd-level fighter, Combat Superiority feature
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Maneuvers: Evasive Footwork
Prerequisite: 3rd-level fighter, Combat Superiority feature
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Maneuvers: Feinting Attack
Prerequisite: 3rd-level fighter, Combat Superiority feature
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.
Maneuvers: Goading Attack
Prerequisite: 3rd-level fighter, Combat Superiority feature
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Maneuvers: Grappling Strike
Prerequisite: 3rd-level fighter, Combat Superiority feature
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.
Maneuvers: Lunging Attack
Prerequisite: 3rd-level fighter, Combat Superiority feature
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.
Maneuvers: Maneuvering Attack
Prerequisite: 3rd-level fighter, Combat Superiority feature
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Maneuvers: Menacing Attack
Prerequisite: 3rd-level fighter, Combat Superiority feature
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Maneuvers: Parry
Prerequisite: 3rd-level fighter, Combat Superiority feature
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Maneuvers: Precision Attack
Prerequisite: 3rd-level fighter, Combat Superiority feature
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Maneuvers: Pushing Attack
Prerequisite: 3rd-level fighter, Combat Superiority feature
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Maneuvers: Quick Toss
Prerequisite: 3rd-level fighter, Combat Superiority feature
As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon’s damage roll.
Maneuvers: Rally
Prerequisite: 3rd-level fighter, Combat Superiority feature
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Maneuvers: Riposte
Prerequisite: 3rd-level fighter, Combat Superiority feature
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.
Maneuvers: Sweeping Attack
Prerequisite: 3rd-level fighter, Combat Superiority feature
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Maneuvers: Tactical Assessment
Prerequisite: 3rd-level fighter, Combat Superiority feature
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
Maneuvers: Trip Attack
Prerequisite: 3rd-level fighter, Combat Superiority feature
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Rune Carver: Cloud Rune
Prerequisite: 3rd-level fighter, Rune Carver feature
This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack’s effects regardless of the attack’s range. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Rune Carver: Fire Rune
Prerequisite: 3rd-level fighter, Rune Carver feature
This rune’s magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Rune Carver: Frost Rune
Prerequisite: 3rd-level fighter, Rune Carver feature
This rune’s magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.
In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Rune Carver: Hill Rune
Prerequisite: 7th-level fighter, Rune Carver feature
This rune’s magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Rune Carver: Stone Rune
Prerequisite: 3rd-level fighter, Rune Carver feature
This rune’s magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Rune Carver: Storm Rune
Prerequisite: 7th-level fighter, Rune Carver feature
Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can’t be surprised as long as you aren’t incapacitated.
In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Trick Shot: Bullying Shot
Prerequisite: 3rd-level fighter, Adept Marksman feature
You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.
Trick Shot: Dazing Shot
Prerequisite: 3rd-level fighter, Adept Marksman feature
When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
Trick Shot: Deadeye Shot
Prerequisite: 3rd-level fighter, Adept Marksman feature
When you make a firearm attack against a creature, you can expend 1 grit point to gain advantage on the attack roll.
Trick Shot: Disarming Shot
Prerequisite: 3rd-level fighter, Adept Marksman feature
When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
Trick Shot: Forceful Shot
Prerequisite: 3rd-level fighter, Adept Marksman feature
When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.
Trick Shot: Piercing Shot
Prerequisite: 3rd-level fighter, Adept Marksman feature
When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.
Trick Shot: Violent Shot
Prerequisite: 3rd-level fighter, Adept Marksman feature
When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.
Trick Shot: Winging Shot
Prerequisite: 3rd-level fighter, Adept Marksman feature
When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
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