Fighter
Fighter
Source: 2D, Player's Handbook, Tasha's Cauldron of Everything
The Fighter
Fighter Level | Proficiency Bonus | Features | Maneuvers Known | Maneuver Die |
---|---|---|---|---|
1st | +2 | Fighting Style, Second Wind | — | — |
2nd | +2 | Maneuvers (1/round) | 2 | d4 |
3rd | +2 | Martial Archetype | 2 | d4 |
4th | +2 | Ability Score Improvement | 2 | d4 |
5th | +3 | Extra Attack | 2 | d4 |
6th | +3 | — | 4 | d6 |
7th | +3 | Martial Archetype feature | 4 | d6 |
8th | +3 | Ability Score Improvement | 4 | d6 |
9th | +4 | Action Surge (1/rest), Indomitable (1/rest) | 4 | d6 |
10th | +4 | Martial Archetype feature | 4 | d6 |
11th | +4 | Maneuvers (2/round) | 4 | d6 |
12th | +4 | Ability Score Improvement | 4 | d6 |
13th | +5 | Indomitable (2/rest) | 4 | d6 |
14th | +5 | — | 6 | d8 |
15th | +5 | Martial Archetype feature | 6 | d8 |
16th | +5 | Ability Score Improvement | 6 | d8 |
17th | +6 | Action Surge (2/rest), Indomitable (3/rest) | 6 | d8 |
18th | +6 | Martial Archetype feature | 6 | d8 |
19th | +6 | Greater Ability Score Improvement | 6 | d8 |
20th | +6 | Maneuvers (∞/round) | 6 | d8 |
Class Features
Hit Points
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 20
Hit Points Gained at Each Fighter Level After 1st: 10
Hit Points at 1st Level: 20
Hit Points Gained at Each Fighter Level After 1st: 10
Proficiencies
Saving Throws: Choose two from Strength, Dexterity, and Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Multiclassing
Ability Score Minimum: Strength 1 or Dexterity 1
Proficiencies Gained: All armor, all shields, simple and martial weapons
Proficiencies Gained: All armor, all shields, simple and martial weapons
Equipment
You start with the following equipment:
- (a) chain mail or (b) leather armor, a longbow, and 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a light crossbow and 20 crossbow bolts or (b) two handaxes
- (a) a dungeoneer's pack or (b) an explorer's pack
Alternatively, you can forgo the equipment here and buy 5d4 × 10 gp worth of equipment.
Fighting Style
1st-level Fighter feature
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting
You have blindsight (10 ft.). You can't have disadvantage on attack rolls against a target you can sense with blindsight.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
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.
Great Weapon Fighting
When you roll damage for an attack you made with a two-handed or versatile melee weapon that you wielded with two hands, you can reroll any of the weapon's damage dice. You must use the new rolls.
Inspiring
When you recover hit points, one ally within 30 feet of you that can see you can gain a number of temporary hit points equal to half of the hit points you recovered. Hit points recovered as part of a short or long rest do not grant this benefit.
Protection
While you wield a shield and you aren't incapacitated, each creature of your choice (other than yourself) within 5 feet of you has half cover against attacks you can see.
Thrown Weapon Fighting
When you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When make an offhand attack with a light weapon, its damage isn't halved.
Unarmed Fighting
The damage die of your unarmed strike becomes a d6. 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.
Second Wind
1st-level Fighter feature
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a minor action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Maneuvers
2nd-level Fighter feature
You learn special maneuvers that enhance your abilities.
Maneuvers. You learn two maneuvers of your choice, which are listed in the Maneuvers table below. Once you use a maneuver, you can't use one again until the start of your next turn. At 11th level, you can use two maneuvers per round instead of one, and at 20th level, you can use as many as you want. No matter how many maneuvers you can use per round, you can only use one maneuver per attack.
You learn two additional maneuvers at level 6 and again at level 14. Whenever you gain a fighter level, you may also replace one of your known maneuvers with a different maneuver of your choice. To learn a maneuver, you must must meet all of its prerequisites.
Maneuver Die. Your maneuver die is a d4. You roll this die each time you use a maneuver.
Your maneuver die increases as you gain levels in this class, as shown in the Fighter table.
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 score (your choice)
Maneuvers
Maneuver ▼ | Fighter Level | Fighting Style |
---|---|---|
Ambush | 6 | |
Bait and Switch | 6 | Defense |
Bleeding Strike | 6 | |
Blinding Attack | 14 | |
Cleave | ||
Commanding Presence | 6 | |
Concussive Blow | 14 | |
Disarming Attack | ||
Distracting Strike | ||
Evasive Footwork | 6 | Blind Fighting |
Feinting Attack | ||
Felling Blow | 6 | Great Weapon Fighting |
Goading Attack | ||
Grappling Strike | 6 | Unarmed Fighting |
Grazing Shot | ||
Interception | 6 | Protection |
Lunging Attack | ||
Maneuvering Attack | ||
Menacing Attack | ||
Parry | 6 | Dueling |
Precision Attack | ||
Pushing Attack | ||
Quick Toss | 6 | Thrown Weapon Fighting |
Rally | 6 | Inspiring |
Reequip | 6 | |
Riposte | 6 | Two-Weapon Fighting |
Rounding Attack | ||
Tactical Assessment | 6 | |
Timed Shot | 6 | Archery |
Trip Attack | ||
Volley | 14 | |
Whirlwind Attack | 14 |
Martial Archetype
3rd-level Fighter feature
Choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Battle Master
Source: 2D
As a Battle Master, you recognize that combat and war are academic disciplines as much as they are about raw strength. You mastered a variety of martial techniques and wartime strategies.
Bonus Maneuvers
3rd-level Battle Master feature
You learn two additional maneuvers of your choice.
Student of War
3rd-level Battle Master feature
You gain proficiency in History and either Insight or Investigation (your choice), or fighter skills of your choice if you are already proficient. You also have expertise in History for the purposes of Intelligence checks related to warfare.
Know Your Enemy
7th-level Battle Master feature
As a minor action, you can attempt to glean insight into an opponent's strengths and weaknesses. Choose a creature within 60 feet of you that you can see and make an Insight or Investigation check (your choice) against the target's passive Deception. On a success, you learn the values of three of the creature's ability scores of your choice.
You can use this feature a number of times equal to your Intelligence score or Wisdom score, whichever is higher (minimum once). You regain expended uses when you finish a long rest.
Multidisciplinary Training
10th-level Battle Master feature
You ignore fighting style requirements of maneuvers.
Tactical Adjustment
15th-level Battle Master feature
As a minor action, you can replace one of your known maneuvers with a different maneuver of your choice.
Once you use this feature, you can't use it again until you finish a short or long rest.
Perfect Technique
18th-level Battle Master feature
Your maneuver die is a d12.
Warlord
Source: 2D
As a Warlord, you command the battlefield and inspire others to act.
Commander's Strike
3rd-level Warlord feature
As a minor action, you can direct one of your allies to strike. Choose a friendly creature within 60 feet of you that can see or hear you. That creature can immediately make one weapon attack as a free reaction. The creature can use one of your maneuvers for the attack. This maneuver counts as one of the maneuvers you can use in a round and uses your maneuver die and save DC.
Once a creature makes an attack in this way, it can't do so again until it finishes a short or long rest.
Strategic Swap
3rd-level Warlord feature
Immediately after you and your allies roll initiative, you can choose two members of your party (possibly including yourself) to swap initiatives. Both party members must be willing, within 60 feet of you, and able to see or hear you.
Levelheaded
7th-level Warlord feature
A commander must be calm and collected during battle. You gain proficiency in Wisdom saving throws.
Warning Shout
7th-level Warlord feature
When one of your allies within 60 feet of you fails a saving throw, you can use a reaction to add your maneuver die to the result, potentially turning the failure into a success. You and the target must be able to see or hear each other to use this reaction.
Lead by Example
10th-level Warlord feature
When you take the Dash, Disengage, Dodge, Search, or Study action, one ally within 60 feet of you that can see or hear you can take the same action as a free reaction.
Rally Point
15th-level Warlord feature
As a standard action, you can rally your allies to your position and demoralize your foes. Each friendly creature within 60 feet of you that can see or hear you gains temporary hit points equal to your fighter level and can immediately use a free reaction to move up to its speed towards you. This movement doesn't provoke opportunity attacks and isn't affected by the frightened condition.
Additionally, each hostile creature within the same radius that can see or hear you must succeed on a Wisdom saving throw against your maneuver save DC or be frightened or taunted (its choice, save ends) by you.
Once you use this feature, you can't use it again until you finish a short or long rest.
Battlefield Surge
18th-level Warlord feature
When you use your Action Surge, you and each friendly creature within 60 feet of you that can see or hear you gains an additional reaction. These reactions disappear at the start of your next turn if unused, instead of when they would normally disappear.
Ability Score Improvement
4th-level Fighter feature
You can increase one ability score of your choice by 1, to a maximum of 5. You can do so again at 8th, 12th, and 16th level.
Extra Attack
5th-level Fighter feature
Each time you spend at least 2 AP to take the Attack action, you can take the Attack action once later that turn as a free action.
Action Surge
9th-level Fighter feature
You can push yourself beyond your normal limits for a moment. At any point on your turn, you can gain 2 additional AP.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Indomitable
9th-level Fighter feature
If you fail a saving throw, you can reroll it and add your fighter level to the result. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Greater Ability Score Improvement
19th-level Fighter feature
You can increase one ability score of your choice by 1, to a maximum of 6.
Chain Mail
Chain Mail
Heavy armor
Cost: 75 gp
Armor Class (AC): 16
Weight: 55 lb.
Properties: cumbersome (Str 2), unstealthy
Armor Class (AC): 16
Weight: 55 lb.
Properties: cumbersome (Str 2), unstealthy
Cumbersome
Cumbersome
Due to its weight and bulk, armor with the "cumbersome" property reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the score in parentheses.
Unstealthy
Unstealthy
A creature wearing "unstealthy" armor has disadvantage on Stealth checks, as the armor impedes the wearer's ability to move silently.
Leather
Leather
Light armor
Cost: 10 gp
Armor Class (AC): 11 + Dex
Weight: 10 lb.
Properties: none
Armor Class (AC): 11 + Dex
Weight: 10 lb.
Properties: none
Longbow
Longbow
Martial ranged weapon
Cost: 50 gp
Damage: 1d8 piercing
Weight: 2 lb.
Properties: ammunition (arrows; 150/600 ft.), heavy, two-handed
Damage: 1d8 piercing
Weight: 2 lb.
Properties: ammunition (arrows; 150/600 ft.), heavy, two-handed
Ammunition
Ammunition
When you make an attack with a weapon that has the "ammunition" property, you use it to fire a piece of ammunition at the target. The type of ammunition appears in parentheses after this property's listing. Drawing the ammunition from an appropriate container such as a quiver is part of the attack. You can recover half your expended ammunition after a battle by searching the battlefield.
The numbers shown in parentheses after this property's listing are the weapon's normal range and long range, in that order.
Arrows (20)
Arrows (20)
Cost: 1 gp
Weight: 1 lb.
Weight: 1 lb.
Heavy
Heavy
Due to their weight distribution, Small creaturesExcept those with the Powerful Build trait have disadvantage on attack rolls with heavy weapons.
Two-Handed
Two-Handed
Two hands are required to make an attack with a two-handed weapon.
Light Crossbow
Light Crossbow
Simple ranged weapon
Cost: 25 gp
Damage: 1d8 piercing
Weight: 5 lb.
Properties: ammunition (arrows; 80/320 ft.), two-handed
Damage: 1d8 piercing
Weight: 5 lb.
Properties: ammunition (arrows; 80/320 ft.), two-handed
Handaxe
Handaxe
Simple melee weapon
Cost: 5 gp
Damage: 1d6 slashing
Weight: 2 lb.
Properties: light, thrown (20/60 ft.)
Damage: 1d6 slashing
Weight: 2 lb.
Properties: light, thrown (20/60 ft.)
Light
Light
A light weapon is small enough to be easily wielded in one hand. Each time you spend at least 2 AP to take the Attack action and use a light weapon for the attack, you can take the Attack action once later that turn as a minor action. The secondary attack—called an offhand attack—must be made with a different light weapon, and it deals half damage.
Attack
Thrown
Thrown
If a weapon has the "thrown" property, you can make a ranged attack with it by throwing it. If the weapon is a melee weapon, you use the same ability for the attack roll and damage roll that you would use for a melee attack with the weapon.
The numbers shown in parentheses after this property's listing are the weapon's normal range and long range when thrown, in that order.
Blindsight
Blindsight
Base sense: varies
If you have blindsight, you can sense physical shapes within a specified range, allowing you to effectively see creatures and objects within that range. Blindsight doesn't go around cover, nor can it detect color or intangible things. Thus, blindsight enables you to effectively see invisible things, but you can't use it to detect an illusory object created by a spell such as minor illusion.
The base sense of blindsight varies. A common base sense is hearing, in which case blindsight can often be interpreted as echolocation. Some creatures have no base sense for their blindsight; this represents a fundamentally distinct sense, such as a shark's electroreception. When a base sense is present, it is usually given in parentheses after this sense's listing.
Cover
Cover
Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.
There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.
Half Cover
A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.
Three-Quarters Cover
A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.
Total Cover
A target with total cover can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
Ambush
Ambush
Prerequisite: 6th-level fighter
When you make a Stealth check or an initiative roll, you can add your maneuver die to the roll, provided you aren't incapacitated.
Bait and Switch
Bait and Switch
Prerequisite: 6th-level fighter, Defense fighting style
When you're within 5 feet of a creature, you can switch places with it as a minor action, provided your speed isn't 0 and the creature is willing and not incapacitated. This movement doesn't provoke opportunity attacks.
Roll your maneuver 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.
Cleave
Cleave
When you hit a creature with a melee weapon attack, you can 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 two rolls of your maneuver die. The damage is of the same type dealt by the original attack.
Concussive Blow
Concussive Blow
Prerequisite: 14th-level fighter
When you hit a creature with a weapon attack, you can attempt to concuss it. You add your maneuver die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, the target is dazed until the end of your next turn.
Dazed
Dazed
Effects of This Condition
- On each of your turns, you have one less action point.
- Your Move action movement pool resets to 0 instead of your speed at the start of each of your turns. You can still benefit from the Dash action and similar effects as normal.
- You can't take reactions.
- You have disadvantage on saving throws you make to maintain concentration (including on the saving throw triggered by the effect that dazed you, if it triggered such a save).
Commanding Presence
Commanding Presence
Prerequisite: 6th-level fighter
When you make an Intimidation, Performance, or Persuasion check, you can add your maneuver die to the ability check.
Disarming Attack
Disarming Attack
When you hit a creature with a weapon attack, you can attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add your maneuver die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting Strike
Distracting Strike
When you hit a creature with a weapon attack, you can distract the creature, giving your allies an opening. You add your maneuver 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.
Evasive Footwork
Evasive Footwork
Prerequisite: 6th-level fighter, Blind Fighting fighting style
When you move, you can roll your maneuver die and add the number rolled to your AC until you stop moving. You ignore other creatures' space during the movement.
Felling Blow
Felling Blow
Prerequisite: 6th-level fighter, Great Weapon Fighting fighting style
When you hit a creature with a melee weapon attack using a heavy weapon, you can attempt to fell it in that same strike. Add your maneuver die to the attack's damage roll. If the attack reduces the target to 0 hit points, you can immediately use a reaction to make an additional attack with the same weapon against another creature within reach.
Feinting Attack
Feinting Attack
You can use a minor 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 made before the end of your turn. If the attack hits, add your maneuver die to the attack's damage roll.
Goading Attack
Goading Attack
When you hit a creature with a weapon attack, you can attempt to goad the target into attacking you. You add your maneuver die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target is taunted by you until the end of your next turn.
Taunted
Taunted
Effects of This Condition
You have disadvantage on attacks against all creatures except the one taunting you.
Ending This Condition
If a creature taunts you while you are already taunted, the first taunt ends.
Causes of This Condition
This condition can be commonly applied via the Taunt action.
Grappling Strike
Grappling Strike
Prerequisite: 6th-level fighter, Unarmed Fighting fighting style
Immediately after you hit a creature with a melee attack on your turn, you can make a grapple attack against the target as a minor action. Add your maneuver die to your attack roll.
Grapple
Grapple
Simple melee weapon
Cost: —
Damage: —
Weight: —
Properties: unarmed
Damage: —
Weight: —
Properties: unarmed
You attempt to grab an opponent with an empty hand or other suitable appendage. On a hit, the target is grappled by you, with you as the grappling creature.
Grappled
Grappled
Grappling is an act that requires two creatures. One creature, the "grappler," has the grappling condition, while the other has this condition (grappled).
Effects of This Condition
- Your speed is halved if you are one size larger than the grappler, or 0 if you are the same size or smaller.
- When you move, you drag the grappler with you.
- If the grappler attempts use the grapple to move you, you can make a Strength saving throw against its passive Athletics. On a success, it can't use the grapple to move you until the start of its next turn.
Ending This Condition
You can attempt to escape the grapple by taking the Disengage action.
Causes of This Condition
This condition is typically inflicted by the grapple attack.
Grappling
Grappling
Grappling is an act that requires two creatures. One creature, the "grappler," has this condition (grappling), while the other has the grappled condition.
Effects of This Condition
- Your speed is halved if you are the same size as the grappled target, or 0 if you are smaller.
- When you move, you drag or push the grappled target with you.
- If you are the same size as the grappled target or larger, you can move it to another space within your reach as a repeatable minor action.
Ending This Condition
You can end the grapple at any time, no action required. The grapple also ends if you become incapacitated or if the target is no longer within your reach.
Causes of This Condition
Disengage
Disengage
Cost: 2 AP
When you take the Disengage action, you attempt to escape from your foes. Your movement doesn't provoke opportunity attacks for the rest of the turn. Additionally, if you are grappled, you can make an Athletics or Acrobatics check (your choice) against the passive Athletics score of each creature grappling you. You escape that grapple on a success.
Unarmed
Unarmed
When you use your own body as a weapon, such as when you punch or kick, the body part you use counts as a weapon with the "unarmed" property.
Lunging Attack
Lunging Attack
When you make a melee weapon attack on your turn, you can increase your reach for that attack by 5 feet. If you hit, you add your maneuver die to the attack's damage roll.
Maneuvering Attack
Maneuvering Attack
When you hit a creature with a weapon attack, you can maneuver one of your comrades into a more advantageous position. You add your maneuver die to the attack's damage roll, and you choose a friendly creature within 60 feet of you who can see or hear you. That creature can use a free reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Menacing Attack
Menacing Attack
When you hit a creature with a weapon attack, you can attempt to frighten the target. You add your maneuver 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.
Frightened
Frightened
Effects of This Condition
- You have disadvantage on ability checks and attack rolls while the source of your fear is within line of sight.
- You can't willingly move closer to the source of your fear.
Causes of This Condition
This condition can be commonly applied via the Frighten action.
Parry
Parry
Prerequisite: 6th-level fighter, Dueling fighting style
When another creature damages you with a melee attack, you can use a reaction to reduce the damage by a roll of your maneuver die + your proficiency bonus.
Precision Attack
Precision Attack
When you make a weapon attack against a creature, you can add your maneuver die to the attack roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack
Pushing Attack
When you hit a creature with a weapon attack, you can attempt to drive the target back. You add your maneuver 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.
Quick Toss
Quick Toss
Prerequisite: 6th-level fighter, Thrown Weapon Fighting fighting style
As a minor action, you can make a ranged attack with a weapon that has the thrown property. If you hit, add your maneuver die to the weapon's damage roll.
Rally
Rally
Prerequisite: 6th-level fighter, Inspiring fighting style
On your turn, you can use a minor action bolster the resolve of one of your companions. When you do so, choose a friendly creature within 60 feet of you who can see or hear you. That creature gains temporary hit points equal to a roll of your maneuver die + half your fighter level. These temporary hit points last for 1 minute.
Reequip
Reequip
Prerequisite: 6th-level fighter
On your turn, you can use a minor action to unequip a weapon or shield and then equip a different weapon or shield. Roll your maneuver die. If you equipped a shield, add the number rolled to your AC until the start of your next turn. If you equipped a weapon, add the number rolled to the next attack roll you make before the start of your next turn.
Riposte
Riposte
Prerequisite: 6th-level fighter, Two-Weapon Fighting fighting style
When a creature misses you with a melee attack, you can use a reaction to make a melee weapon attack against the creature. If you hit, you add your maneuver die to the attack's damage roll.
Tactical Assessment
Tactical Assessment
Prerequisite: 6th-level fighter
When you make an Investigation, History, or Insight check, you can add your maneuver die to the ability check.
Trip Attack
Trip Attack
When you hit a creature with a weapon attack, you can attempt to knock the target down. You add your maneuver 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.
Prone
Prone
Effects of This Condition
- The only movement mode available to you is crawling.
- You have disadvantage on attack rolls.
- An attack roll against you has advantage if the attacker is within 5 feet of you. Otherwise, the attack roll has disadvantage.
Ending This Condition
You can end this condition by standing up, which requires spending half of your walk speed when you move.
Causes of This Condition
Whirlwind Attack
Whirlwind Attack
Prerequisite: 14th-level fighter
When you use the Attack action, you can replace one melee weapon attack with a whirlwind of strikes. Each creature within reach of your weapon must succeed on a Dexterity saving throw or take damage equal to three rolls of your maneuver die, or half as much on a success. The damage type is the weapon's damage type.
Volley
Volley
Prerequisite: 14th-level fighter
When you take the Attack action, you can replace one ranged weapon attack with volley. Select a point within range of your weapon. Each creature within 10 feet of that point must succeed on a Dexterity saving throw or take damage equal to two rolls of your maneuver die, or half as much on a success. The damage type is the weapon's damage type.
Blinding Attack
Blinding Attack
Prerequisite: 14th-level fighter
When you hit a creature with a weapon attack, you can attempt to blind it with a precise strike or loose debris. You add your maneuver die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, the target is blinded until the end of your next turn.
Grazing Shot
Grazing Shot
When you make a ranged weapon attack, you can attempt to damage another creature with the same attack. Choose another creature directly between the original target and yourself. If the original attack roll would hit the second creature, it takes slashing damage equal to a roll of your maneuver die.
Bleeding Strike
Bleeding Strike
Prerequisite: 6th-level fighter
When you hit a creature with a weapon attack, you can cause the target lingering harm. The target takes damage equal to two rolls of your maneuver die at the end of its next turn. The damage is of the same type dealt by the original attack.
Rounding Attack
Rounding Attack
When you hit a creature within 5 feet of you with a melee weapon attack, you can attempt to trick it into swapping places with you. You add your maneuver die to the attack's damage roll, and the target must make an Intelligence saving throw. On a failed save, you and the target each move up to half your respective speeds to swap places, moving through each other's spaces if necessary. This movement doesn't provoke opportunity attacks.
Timed Shot
Timed Shot
Prerequisite: 6th-level fighter, Archery fighting style
You can take aim at a creature and wait for an opportune moment. As a minor action, select one creature you can see within range of a ranged weapon you're wielding. If you see the creature move more than 5 feet before the start of your next turn, it provokes an opportunity attack from you using your ranged weapon. If you make the attack and hit, add your maneuver die to the attack's damage roll.
Opportunity Attack
Opportunity Attack
Trigger: you're wielding a melee weapon when either of the following occurs:
You make a melee attack against the triggering creature with your weapon. Your attack, called an opportunity attack, occurs immediately before the target leaves your reach or immediately after the target makes a ranged attack.
Interception
Interception
Prerequisite: 6th-level fighter, Protection fighting style
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use a reaction to reduce the damage the target takes by a roll of your maneuver die + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or melee weapon to use this reaction.
Acrobatics
Acrobatics
Ability: Dexterity
Appears in: jumping, falling
Appears in: jumping, falling
Acrobatics is for balancing and flexibility of the body.
Jumping
Jumping
Jumping is a movement modifier that lets you clear gaps or obstacles. Instead of the usual movement cost, you must spend 1 foot of movement for every foot you jump vertically or horizontally (whichever is higher).
When you jump, perform the following series of calculations; don't round until the end. The resulting value is the maximum number of feet you can jump.
- Start with your passive Athletics. Alternatively, you can make an Athletics check and use the result instead.
- If you did not get a running start immediately before jumping, divide the value by 2. To get a running start, you must move in a straight line in the direction you want to jump for a number of feet determined by your size, as shown in the Running Start Distances table. The speed you use to get a running start must be the same speed you use to jump.
- To determine the vertical distance you can clear, divide the value by 2 again.
Running Start Distances
Size | Running Start |
---|---|
Minuscule | 0 ft. |
Tiny | 5 ft. |
Small | 10 ft. |
Medium | 10 ft. |
Large | 15 ft. |
Huge | 20 ft. |
Gargantuan | 25 ft. |
Falling
Falling
When you begin falling, you immediately fall 60 feet. While falling, you drop another 180 feet at the start of each of your turns.
On impact, you take one size die of bludgeoning damage for every 10 feet you fell, to a maximum of 20 dice. You land prone unless you avoid taking damage from the fall, such as via the Break Fall reaction.
If you land in a creature's space, that creature must make a DC 10 Dexterity saving throw. It can choose to fail. On a failed save, the fall damage is split evenly between you and it.
Break Fall
Break Fall
Trigger: you land at the end of a fall
You attempt to land safely. Make an Acrobatics check. The fall damage is reduced by half the result of the check.
Animal Handling
Animal Handling
Ability: Wisdom
Animal handling is for interacting with animals, especially mounts.
Athletics
Athletics
Ability: Strength
Appears in: climbing, jumping, grappling, push, pull, trip
Appears in: climbing, jumping, grappling, push, pull, trip
Athletics is for feats of sport and strength.
Climbing
Climbing
Climbing lets you move in any direction across vertical surfaces. If the surface is particularly difficult to climb, you may have to make an Athletics check to avoid falling off.
Push
Push
Simple melee weapon
Cost: —
Damage: —
Weight: —
Properties: unarmed
Damage: —
Weight: —
Properties: unarmed
You attempt to push an opponent. On a hit, the target must succeed on a Strength saving throw against your passive Athletics or be pushed up to 5 feet away from you.
Pull
Pull
Simple melee weapon
Cost: —
Damage: —
Weight: —
Properties: unarmed
Damage: —
Weight: —
Properties: unarmed
You attempt to pull an opponent with an empty hand or other suitable appendage. On a hit, the target must succeed on a Strength saving throw against your passive Athletics or be pulled up to 5 feet closer to you.
Trip
Trip
Simple melee weapon
Cost: —
Damage: —
Weight: —
Properties: unarmed
Damage: —
Weight: —
Properties: unarmed
You attempt to knock an opponent to the ground. On a hit, the target must succeed on a Strength saving throw against your passive Athletics or fall prone.
History
History
Ability: Intelligence
Appears in: Study
Appears in: Study
History is for knowledge of past people, places, and events.
Study
Study
Cost: 2 AP (repeatable)
When you take the Study action, you make an Intelligence check to study your memory, a book, a creature, a clue, an object, or another source of knowledge and call to mind an important piece of information about it.
The Areas of Knowledge table suggests which skills are applicable when you take this action, depending on the area of knowledge the check is about.
Areas of Knowledge
Skill | Areas |
---|---|
Arcana | Spells, magic items, eldritch symbols, magical traditions, planes of existence, and certain creatures (aberrations, constructs, elementals, fey, and monstrosities) |
History | Historic events and people, ancient civilizations, wars, and certain creatures (giants and humanoids) |
Investigation | Traps, ciphers, riddles, and gadgetry |
Nature | Terrain, flora, weather, and certain creatures (beasts, dragons, oozes, and plants) |
Religion | Deities, religious hierarchies and rites, holy symbols, cults, and certain creatures (celestials, fiends, and undead) |
Insight
Insight
Ability: Wisdom
Appears in: Search
Appears in: Search
Insight is for judging people's nature and intent.
Search
Search
Cost: 2 AP (repeatable)
When you take the Search action, you make a Wisdom check to discern something that isn't obvious. The Search table suggests which skills are applicable when you take this action, depending on what you're trying to detect.
Search
Skill | Thing to Detect |
---|---|
Insight | Creature's state of mind |
Medicine | Creature's ailment |
Perception | Concealed creature or object |
Survival | Tracks or food |
Intimidation
Intimidation
Ability: Charisma
Appears in: Frighten
Appears in: Frighten
Intimidation is for scaring others and making yourself appear more threatening.
Frighten
Frighten
Cost: 2 AP (repeatable)
You attempt to scare one creature within 60 feet of you. Make an Intimidation check, which becomes your Frighten DC. The target must succeed on a Wisdom saving throw against your Frighten DC or be frightened of you until the end of your next turn. A target that can't see or hear you automatically succeeds on the save.
Perception
Perception
Ability: Wisdom
Appears in: Search, hidden
Appears in: Search, hidden
Perception is for noticing things using your senses.
Hide
Hide
Cost: 2 AP (repeatable)
The Hide action allows you to attempt to become hidden from one or more creatures. Make a Stealth check. If you are heavily obscured or behind at least three-quarters cover relative to a creature, and your check equals or exceeds its passive Perception score, you become hidden from it. The result of the check also becomes your Hide DC, as described in the condition.
Obscured
Obscured
When vision in an area is hindered by smoke, darkness, or a similar phenomenon, the area is obscured. There are two degrees of obscurity.
Lightly Obscured
In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Perception checks that rely on sight.
Heavily Obscured
A heavily obscured area, such as darkness, opaque fog, or dense foliage, blocks vision entirely. Nothing in that area can be seen.
Sneaking
Sneaking
Sneaking is a special movement mode that you use at the same time as another movement mode. If you are hidden, sneaking allows you to maintain your Hide DC.
Survival
Survival
Ability: Wisdom
Appears in: Search
Appears in: Search
Survival is for following tracks, navigating on foot, and obtaining resources in the wilderness.