{"name":"Fighter","overview":"[b]Starting Gold[\/b] 5d4x10","hitdice":"d10","hitpointsfirstlevel":"10 + your Constitution modifier.","hitpointsathigherlevels":"1d10 (or 6) + your Constitution modifier per Fighter level after 1st.","armorproficiencies":"Light Armor, Medium Armor, Heavy Armor, Shields","weaponproficiences":"Simple Weapons, Martial Weapons","tools":"None","savingthrows":"Strength, Constitution","skills":"Choose two Skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival","equipment":"You start with the following items, plus anything provided by your Background.\r\n\r\n\u2022 (a) Chain Mail or (b) Leather, Longbow, and 20 Arrows\r\n\r\n\u2022 (a) a Martial Weapon and a Shield or (b) two Martial Weapons\r\n\r\n\u2022 (a) a Light Crossbow and 20 bolts or (b) two handaxes\r\n\r\n\u2022 (a) a Dungeoneer's Pack or (b) an Explorer's Pack","spellcasting":"","features":"[h2]Fighting Style[\/h2]\r\nYou adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.\r\n\r\n[h3]Archery[\/h3]\r\nYou gain a +2 bonus to Attack rolls you make with Ranged Weapons.\r\n\r\n[h3]Defense[\/h3]\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n\r\n[h3]Dueling[\/h3]\r\nWhen you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.\r\n\r\n[h3]Great Weapon Fighting[\/h3]\r\nWhen 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.\r\n\r\n[h3]Protection[\/h3]\r\nWhen 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.\r\n\r\n[h3]Two-Weapon Fighting[\/h3]\r\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.\r\n\r\n[h2]Second Wind[\/h2]\r\nYou have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Fighter level.\r\n\r\nOnce you use this feature, you must finish a short or Long Rest before you can use it again.\r\n\r\n[h2]Action Surge[\/h2]\r\nStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.\r\n\r\nOnce you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.\r\n\r\n[h2]Martial Archetype[\/h2]\r\nAt 3rd level, you choose an archetype that you strive to emulate in your Combat styles and Techniques, such as Champion. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.\r\n\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can\u2019t increase an ability score above 20 using this feature.\r\n\r\n[h2]Extra Attack[\/h2]\r\nBeginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.\r\n\r\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.\r\n\r\n[h2]Indomitable[\/h2]\r\nBeginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.\r\n\r\nYou can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.","subclasses":"[h2]Battle Master[\/h2]\r\n[i]Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.[\/i]\r\n\r\n[h3]Combat Superiority[\/h3]\r\nWhen you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.\r\n\r\n[b]Maneuvers.[\/b] You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.\r\n\r\n[b]Superiority Dice.[\/b] 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.\r\n\r\n[b]Saving Throws.[\/b] 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:\r\n\r\nManeuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)\r\n\r\n[h3]Student of War[\/h3]\r\nAt 3rd level, you gain proficiency with one type of artisan's tools of your choice.\r\n\r\n[h3]Know Your Enemy[\/h3]\r\nStarting at 7th level, 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:\r\n\r\n\u2022 Strength score\r\n\r\n\u2022 Dexterity score\r\n\r\n\u2022 Constitution score\r\n\r\n\u2022 Armor Class\r\n\r\n\u2022 Current hit points\r\n\r\n\u2022 Total class levels, if any\r\n\r\n\u2022 Fighter class levels, if any\r\n\r\n[h3]Improved Combat Superiority[\/h3]\r\nAt 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.\r\n\r\n[h3]Relentless[\/h3]\r\nStarting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.\r\n\r\n[h2]Champion[\/h2]\r\n[i]The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous Training with physical excellence to deal devastating blows.[\/i]\r\n\r\n[h3]Improved Critical[\/h3]\r\nBeginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.\r\n\r\n[h3]Remarkable Athlete[\/h3]\r\nStarting at 7th level, you can add half your Proficiency Bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn\u2019t already use your Proficiency Bonus.\r\n\r\nIn addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.\r\n\r\n[h3]Additional fighting Style[\/h3]\r\nAt 10th level, you can choose a second option from the Fighting Style class feature.\r\n\r\n[h3]Superior Critical[\/h3]\r\nStarting at 15th level, your weapon attacks score a critical hit on a roll of 18\u201320.\r\n\r\n[h3]Survivor[\/h3]\r\nAt 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.\r\n\r\nYou don\u2019t gain this benefit if you have 0 Hit Points.\r\n\r\n[h2]Eldritch Knight[\/h2]\r\n[i]The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.[\/i]\r\n[table]\r\n[tr]\r\n[th]Fighter Level[\/th]\r\n[th]Cantrips Known[\/th]\r\n[th]Spells Known[\/th]\r\n[th]1st[\/th]\r\n[th]2nd[\/th]\r\n[th]3rd[\/th]\r\n[th]4th[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]2[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6th[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]2[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8th[\/td]\r\n[td]2[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]2[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10th[\/td]\r\n[td]3[\/td]\r\n[td]7[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11th[\/td]\r\n[td]3[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12th[\/td]\r\n[td]3[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]3[\/td]\r\n[td]9[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]3[\/td]\r\n[td]10[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15th[\/td]\r\n[td]3[\/td]\r\n[td]10[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]16th[\/td]\r\n[td]3[\/td]\r\n[td]10[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]3[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18th[\/td]\r\n[td]3[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19th[\/td]\r\n[td]3[\/td]\r\n[td]12[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]20th[\/td]\r\n[td]3[\/td]\r\n[td]13[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h3]Spellcasting[\/h3]\r\nWhen you reach 3rd level, you augment your martial prowess with the ability to cast spells.\r\n\r\n[b]Cantrips.[\/b] You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.\r\n\r\n[b]Spell Slots.[\/b] The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nFor 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.\r\n\r\n[b]Spells Known of 1st Level and Higher.[\/b] 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.\r\n\r\nThe Spells Known column of the Eldritch Knight 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.\r\n\r\nThe spells you learn at 8th, 14th, and 20th level can come from any school of magic.\r\n\r\nWhenever 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.\r\n\r\n[b]Spellcasting Ability.[\/b] 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.\r\n\r\nSpell save DC = 8 + your proficiency bonus + your Intelligence modifier\r\n\r\nSpell attack modifier = your proficiency bonus + your Intelligence modifier\r\n\r\n[h3]Weapon Bond[\/h3]\r\nAt 3rd level, 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.\r\n\r\nOnce 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.\r\n\r\nYou 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.\r\n\r\n[h3]War Magic[\/h3]\r\nBeginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.\r\n\r\n[h3]Eldritch Strike[\/h3]\r\nAt 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.\r\n\r\n[h3]Arcane Charge[\/h3]\r\nAt 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.\r\n\r\n[h3]Improved War Magic[\/h3]\r\nStarting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.\r\n\r\n[h2]Gunslinger[\/h2]\r\n[i]Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them. \r\n\r\nHowever, some minds couldn\u2019t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.\r\n\r\nThis archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present. \r\n\r\nShould this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.[\/i]\r\n\r\n[h3]Firearm Proficiency[\/h3]\r\nStarting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.\r\n\r\n[h3]Gunsmith[\/h3]\r\nUpon choosing this archetype at 3rd level, you gain proficiency with Tinker\u2019s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM\u2019s discretion). Some extremely experimental and intricate firearms are only available through crafting.\r\n\r\n[h3]Firearm Properties[\/h3]\r\nFirearms 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\u2019s Guide. Firearms are ranged weapons.\r\n\r\n[b]Reload.[\/b] 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.\r\n\r\n[b]Misfire.[\/b] Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon\u2019s 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\u2019s 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\u2019s misfire score by 1.\r\n\r\n[b]Explosive.[\/b] 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.\r\n\r\n[b]Ammunition.[\/b] 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\u2019s 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.\r\n\r\n[b]Firearms[\/b]\r\n[table]\r\n[tr]\r\n[th]Name[\/th]\r\n[th]Cost[\/th]\r\n[th]Ammo[\/th]\r\n[th]Damage[\/th]\r\n[th]Weight[\/th]\r\n[th]Range[\/th]\r\n[th]Properties[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]Palm Pistol[\/td]\r\n[td]50g[\/td]\r\n[td]2g (20)[\/td]\r\n[td]1d8 piercing[\/td]\r\n[td]1 lb.[\/td]\r\n[td](40\/160)[\/td]\r\n[td]Light, reload 1, misfire 1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Pistol[\/td]\r\n[td]150g[\/td]\r\n[td]4g (20)[\/td]\r\n[td]1d10 piercing[\/td]\r\n[td]3 lb.[\/td]\r\n[td](60\/240)[\/td]\r\n[td]Reload 4, misfire 1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Musket[\/td]\r\n[td]300g[\/td]\r\n[td]5g (20)[\/td]\r\n[td]1d12 piercing[\/td]\r\n[td]10 lb.[\/td]\r\n[td](120\/480)[\/td]\r\n[td]Two-handed, reload 1, misfire 2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Pepperbox[\/td]\r\n[td]250g[\/td]\r\n[td]4g (20)[\/td]\r\n[td]1d10 piercing[\/td]\r\n[td]5 lb.[\/td]\r\n[td](80\/320)[\/td]\r\n[td]Reload 6, misfire 2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Blunderbuss[\/td]\r\n[td]300g[\/td]\r\n[td]5g (5)[\/td]\r\n[td]2d8 piercing[\/td]\r\n[td]10 lb.[\/td]\r\n[td](15\/60)[\/td]\r\n[td]Reload 1, misfire 2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Bad News[\/td]\r\n[td]Crafted[\/td]\r\n[td]10g (5)[\/td]\r\n[td]2d12 piercing[\/td]\r\n[td]25 lb.[\/td]\r\n[td](200\/800)[\/td]\r\n[td]Two-handed, misfire 3, explosive[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Hand Mortar[\/td]\r\n[td]Crafted[\/td]\r\n[td]10g (1)[\/td]\r\n[td]2d8 fire[\/td]\r\n[td]10 lb.[\/td]\r\n[td](30\/60)[\/td]\r\n[td]Reload 1, misfire 3, explosive[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h3]Adept Marksman[\/h3]\r\nWhen you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.\r\n\r\n[b]Trick Shots.[\/b] You learn two trick shots of your choice, which are detailed under \u201cTrick Shots\u201d 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.\r\n\r\nYou 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.\r\n\r\n[b]Grit.[\/b] 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\u2019s discretion). You regain all expended grit points after a short or long rest.\r\n\r\n[b]Saving Throws.[\/b] Some of your trick shots require your targets to make a saving throw to resist the trick shot\u2019s effects. The saving throw DC is calculated as follows:\r\n\r\nTrick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier\r\n\r\n[h3]Quickdraw[\/h3]\r\nWhen you reach 7th level, 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.\r\n\r\n[h3]Rapid Repair[\/h3]\r\nUpon reaching 10th level, 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.\r\n\r\n[h3]Lightning Reload[\/h3]\r\nStarting at 15th level, you can reload any firearm as a bonus action.\r\n\r\n[h3]Vicious Intent[\/h3]\r\nAt 18th level, 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.\r\n\r\n[h3]Hemorrhaging Critical[\/h3]\r\nUpon reaching 18th level, 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.\r\n\r\n[h3]Trick Shots[\/h3]\r\n[b]Bullying Shot.[\/b] 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.\r\n\r\n[b]Dazing Shot.[\/b] 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.\r\n\r\n[b]Deadeye Shot.[\/b] When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.\r\n\r\n[b]Disarming Shot.[\/b] 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.\r\n\r\n[b]Forceful Shot.[\/b] 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.\r\n\r\n[b]Piercing Shot.[\/b] 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\u2019s 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.\r\n\r\n[b]Violent Shot.[\/b] 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\u2019s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.\r\n\r\n[b]Winging Shot.[\/b] 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.\r\n\r\n[h2]Monster Hunter[\/h2]\r\n[i]As an archetypal Monster Hunter, you are an expert at defeating supernatural threats. Typically mentored by an older, experienced Monster Hunter, you learn to overcome a variety of unnatural defenses and attacks, including those of undead, lycanthropes, and other creatures of horror.[\/i]\r\n\r\n[h3]Bonus Proficiencies[\/h3]\r\nWhen you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Arcana, History, Insight, Investigation, Nature, or Perception. You can gain proficiency with a tool of your choice in place of one skill choice.\r\n\r\n[h3]Combat Superiority[\/h3]\r\nWhen you choose this archetype at 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.\r\n\r\n[b]Superiority Dice.[\/b] 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.\r\n\r\nYou gain another superiority die at 7th level and one more at 15th level.\r\n\r\n[b]Using Superiority Dice.[\/b] You can expend superiority dice to gain a number of different benefits:\r\n\r\n[b]\u2022 Precision Attack.[\/b] When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.\r\n\r\n[b]\u2022 Sharpened Attack.[\/b] When you damage a creature with a weapon attack, you can expend one superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save.\r\n\r\n[b]\u2022 Sharpened Senses.[\/b] When you make a Wisdom (Perception) check to detect a hidden creature or object, or a Wisdom (Insight) check to determine if someone is lying to you, you can expend one superiority die to add it to the roll. You can use this feature after seeing the total but before learning if you succeeded or failed.\r\n\r\n[b]\u2022 Superior Willpower.[\/b] When you make an Intelligence, a Wisdom, or a Charisma saving throw, you can expend one superiority die to add it to the roll. You can use this feature only before you learn if the save succeeded or failed.\r\n\r\n[h3]Hunter's Mysticism[\/h3]\r\nAt 3rd level, your study of the supernatural gives you a limited ability to use magic. You can cast Detect Magic as a ritual. You can cast Protection from Evil and Good, but you cannot cast it again with this feature until you finish a long rest. Wisdom is your spellcasting ability for these spells.\r\n\r\nIn addition, you gain the ability to speak one of the following languages of your choice: Abyssal, Celestial, or Infernal.\r\n\r\n[h3]Monster Slayer[\/h3]\r\nAt 7th level, whenever you expend superiority dice to add to a damage roll, you can expend up to two dice instead of just one, adding both to the roll. Both dice are expended as normal. If the target of your attack is an aberration, a fey, a fiend, or an undead, you deal maximum damage with both dice, instead of rolling them.\r\n\r\n[h3]Improved Combat Superiority[\/h3]\r\nAt 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.\r\n\r\n[h3]Relentless[\/h3]\r\nStarting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.\r\n\r\n[h2]Scout[\/h2]\r\n[i]The archetypal scout excels at finding safe passage through dangerous regions. Scouts usually favor light armor and ranged weapons, but they are comfortable using heavier gear when faced with intense fighting.[\/i]\r\n\r\n[h3]Bonus Proficiencies[\/h3]\r\nWhen you choose this archetype at 3rd level, you gain proficiency in three of the following skills of your choice: Acrobatics, Athletics, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You can choose to gain proficiency with thieves\u2019 tools in place of one skill choice.\r\n\r\n[h3]Combat Superiority[\/h3]\r\nAt 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.\r\n\r\n[b]Superiority Dice.[\/b] 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 long or short rest.\r\n\r\nYou gain another superiority die at 7th level and one more at 15th level.\r\n\r\n[b]Using Superiority Dice.[\/b] You can expend superiority dice to gain a number of different benefits:\r\n\r\n[b]\u2022 Survival Superiority.[\/b] When you make a check that allows you to apply your proficiency in Athletics, Nature, Perception, Stealth, or Survival, you can expend one superiority die to bolster the check. Add half the number rolled on the superiority die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful.\r\n\r\n[b]\u2022 Precision Attack.[\/b] When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.\r\n\r\n[b]\u2022 Scout\u2019s Evasion.[\/b] If you are hit by an attack while wearing light or medium armor, you can expend one superiority die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it.\r\n\r\n[h3]Natural Explorer[\/h3]\r\nAt 3rd level, you are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\r\n\r\n\u2022 You ignore difficult terrain.\r\n\r\n\u2022 You have advantage on initiative rolls.\r\n\r\n\u2022 On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.\r\n\r\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\r\n\r\n\u2022 Difficult terrain doesn\u2019t slow your group\u2019s travel.\r\n\r\n\u2022 Your group can\u2019t become lost except by magical means.\r\n\r\n\u2022 Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\r\n\r\n\u2022 If you are traveling alone, you can move stealthily at a normal pace.\r\n\r\n\u2022 When you forage, you find twice as much food as you normally would.\r\n\r\n\u2022 While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\r\n\r\n[h3]Improved Combat Superiority[\/h3]\r\nAt 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.\r\n\r\n[h3]Relentless[\/h3]\r\nStarting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.","tabledata":"Level|Proficiency Bonus|Bonus Features\r\n1st|+2|Fighting Style, Second Wind\r\n2nd|+2|Action Surge (one use)\r\n3rd|+2|Martial Archetype\r\n4th|+2|Ability Score Improvement\r\n5th|+3|Extra Attack\r\n6th|+3|Ability Score Improvement\r\n7th|+3|Martial Archetype feature\r\n8th|+3|Ability Score Improvement\r\n9th|+4|Indomitable (one use)\r\n10th|+4|Martial Archetype feature\r\n11th|+4|Extra Attack (2)\r\n12th|+4|Ability Score Improvement\r\n13th|+5|Indomitable (two uses)\r\n14th|+5|Ability Score Improvement\r\n15th|+5|Martial Archetype feature\r\n16th|+5|Ability Score Improvement\r\n17th|+6|Action Surge (two uses), Indomitable (three uses)\r\n18th|+6|Martial Archetype feature\r\n19th|+6|Ability Score Improvement\r\n20th|+6|Extra Attack (3)","tags":"","isShared":"on","templateId":"25","blockId":"485188","world":"8bf37fe1-b1ac-46c5-8742-18876e67b1c3","folder":""}