Kassoon

Fighter

Class List

Quick Start

  • 16 STR, 13 DEX, 16 CON, 8 INT, 10 WIS, 12 CHA.
  • Races: Mountain Dwarf, Goliath, Earth Genasi, or Half-Orc.Mountain Dwarf, Goliath, Earth Genasi, or Half-Orc.
  • 13 HP, +9 HP per level. Armor: Chainmail, 18 ACChainmail, 18 AC. Extra Init: 0+1 Initiative. Saves: +5 STR, +5 CON+5 STR, +5 CON
  • Equipment: Items: Warhammer (+5, 1d8+3) and Shield, two handaxes, explorer's pack, and 10 gp.Items: Warhammer (+5, 1d8+3) and Shield, two handaxes, explorer's pack, and 10 gp.
  • Skills: +2 Survival, +3 Intimidation+2 Survival, +3 Intimidation.
  • Background: Sailor with +5 Athletics, +2 Perception
    Multiclass Options: Rogue
    Sailor with +5 Athletics, +2 Perception
    [b]Multiclass Options:[/b] Rogue
    .
0

Additional Rows: 0
LevelProficiency BonusFeatures 1st2nd3rd4th5th 1st2nd3rd4th5th6th7th8th9th
1st +2Fighting Style, Second Wind 2
2nd +2Action Surge 2 3
3rd +2Martial Archetype 3 42
4th +2Ability Score Improvement 3 43
5th +3Extra Attack 42 432
6th +3Ability Score Improvement 42 433
7th +3Martial Archetype Feature 43 4331
8th +3Ability Score Improvement 43 4332
9th +4Indomitable 432 43331
10th +4Martial Archetype Feature 432 43332
11th +4Extra Attack 433 433321
12th +4Ability Score Improvement 433 433321
13th +5Indomitable (2 uses) 4331 4333211
14th +5Ability Score Improvement 4331 4333211
15th +5Martial Archetype Feature 4332 43332111
16th +5Ability Score Improvement 4332 43332111
17th +6Action Surge (2 uses), Indomitable (3 uses) 43331 433321111
18th +6Martial Archetype Feature 43331 433331111
19th +6Ability Score Improvement 43332 433332111
20th +6Extra Attack 43332 433332211

Class Features

As a Fighter, you gain the following class features.

Hit Points

Hit Dice: 1d10 per Fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Fighter level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) chain mail or (b) leather armor, longbow, and 20 arrows
(a) a martial weapon and a shield or (b) two martial weapons
(a) a light crossbow and 20 bolts or (b) two handaxes
(a) a dungeoneer’s pack or (b) an explorer’s pack
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
[+instructions]

1st

Fighting Style

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.

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 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.

Protection. 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.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Second Wind

You 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. Once you use this feature, you must finish a short or long rest before you can use it again.

[title]Fighting Style[/title]

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.

[b]Archery.[/b] You gain a +2 bonus to attack rolls you make with ranged weapons.

[b]Defense.[/b] While you are wearing armor, you gain a +1 bonus to AC.

[b]Dueling.[/b] 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.

[b]Great Weapon Fighting.[/b] 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.

[b]Protection.[/b] 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.

[b]Two-Weapon Fighting.[/b] When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

[title]Second Wind[/title]

You 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. Once you use this feature, you must finish a short or long rest before you can use it again.

2nd

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

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.

[title]Action Surge[/title]

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

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.

3rd

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Champion, Battle Master, and Eldritch Knight are detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

  • Arcane Archer (XGtE)

  • Banneret (SCAG)

  • Battle Master (PHB pg 73)

  • Brute (UA)

  • Cavalier (XGtE)

  • [#Champion]Champion[/#] (PHB pg 72) [Damage]

  • Eldritch Knight (PHB pg 74)

  • [#Gunslinger]Gunslinger[/#] [Utility]

  • Knight (UA)

  • Monster Hunter (UA)

  • [#Psychic Warrior]Psychic Warrior[/#] (UA) [Damage]

  • [#Rune Knight]Rune Knight[/#] (UA) [Damage/Support]

  • Samurai (XGtE)

  • Scout (UA)

  • Sharpshooter (UA)
[title]Martial Archetype[/title]

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Champion, Battle Master, and Eldritch Knight are detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

[list][*] Arcane Archer (XGtE)
[*] Banneret (SCAG)
[*] Battle Master (PHB pg 73)
[*] Brute (UA)
[*] Cavalier (XGtE)
[*] [#Champion]Champion[/#] (PHB pg 72) [Damage]
[*] Eldritch Knight (PHB pg 74)
[*] [#Gunslinger]Gunslinger[/#] [Utility]
[*] Knight (UA)
[*] Monster Hunter (UA)
[*] [#Psychic Warrior]Psychic Warrior[/#] (UA) [Damage]
[*] [#Rune Knight]Rune Knight[/#] (UA) [Damage/Support]
[*] Samurai (XGtE)
[*] Scout (UA)
[*] Sharpshooter (UA)[/list]

4th

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 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’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. For a Fighter, the Crossbow Expert (PHB), Defensive Duelist (PHB), Great Weapon Master (PHB), Heavy Armor Master (PHB), Martial Adept (PHB), Polearm Master (PHB), Resilient (PHB), Sentinel (PHB), Sharpshooter (PHB), and War Caster (PHB) feats are good choices.

[title]Ability Score Improvement[/title]
When you reach 4th level, and again at 8th, 12th, 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’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. For a Fighter, the Crossbow Expert (PHB), Defensive Duelist (PHB), Great Weapon Master (PHB), Heavy Armor Master (PHB), Martial Adept (PHB), Polearm Master (PHB), Resilient (PHB), Sentinel (PHB), Sharpshooter (PHB), and War Caster (PHB) feats are good choices.

5th

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The 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.

[title]Extra Attack[/title]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The 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.

6th

Ability Score Improvement

[#Ability Score Improvement]Ability Score Improvement[/#]
[title]Ability Score Improvement[/title][#Ability Score Improvement]Ability Score Improvement[/#]

7th

Martial Archetype Feature

[#Martial Archetype]Martial Archetype Feature[/#]
[title]Martial Archetype Feature[/title][#Martial Archetype]Martial Archetype Feature[/#]

8th

Ability Score Improvement

[#Ability Score Improvement]Ability Score Improvement[/#]
[title]Ability Score Improvement[/title][#Ability Score Improvement]Ability Score Improvement[/#]

9th

Indomitable


Beginning 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.

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

[title]Indomitable[/title]
Beginning 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.

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

10th

Martial Archetype Feature

[#Martial Archetype]Martial Archetype Feature[/#]
[title]Martial Archetype Feature[/title][#Martial Archetype]Martial Archetype Feature[/#]

11th

Extra Attack

Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

The number of attacks increases to four when you reach 20th level in this class.

[title]Extra Attack[/title]

Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

The number of attacks increases to four when you reach 20th level in this class.

12th

Ability Score Improvement

[#Ability Score Improvement]Ability Score Improvement[/#]
[title]Ability Score Improvement[/title][#Ability Score Improvement]Ability Score Improvement[/#]

13th

Indomitable (2 uses)


[#Indomitable]Indomitable (2 uses)[/#]
[title]Indomitable (2 uses)[/title]
[#Indomitable]Indomitable (2 uses)[/#]

14th

Ability Score Improvement

[#Ability Score Improvement]Ability Score Improvement[/#]
[title]Ability Score Improvement[/title][#Ability Score Improvement]Ability Score Improvement[/#]

15th

Martial Archetype Feature

[#Martial Archetype]Martial Archetype[/#]
[title]Martial Archetype Feature[/title][#Martial Archetype]Martial Archetype[/#]

16th

Ability Score Improvement

[#Ability Score Improvement]Ability Score Improvement[/#]
[title]Ability Score Improvement[/title][#Ability Score Improvement]Ability Score Improvement[/#]

17th

Action Surge (2 uses)


[#Action Surge]Action Surge (2 uses)[/#]

Indomitable (3 uses)


[#Indomitable]Indomitable (3 uses)[/#]
[title]Action Surge (2 uses)[/title]
[#Action Surge]Action Surge (2 uses)[/#]

[title]Indomitable (3 uses)[/title]
[#Indomitable]Indomitable (3 uses)[/#]

18th

Martial Archetype Feature

[#Martial Archetype]Martial Archetype[/#]
[title]Martial Archetype Feature[/title][#Martial Archetype]Martial Archetype[/#]

19th

Ability Score Improvement

[#Ability Score Improvement]Ability Score Improvement[/#]
[title]Ability Score Improvement[/title][#Ability Score Improvement]Ability Score Improvement[/#]

20th

Extra Attack

At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.

[title]Extra Attack[/title]

At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.

Class Paths

Champion

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.

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Remarkable Athlete

Starting at 7th level, 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.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

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 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.

Protection. 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.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.


Gunslinger

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.

However, some minds couldn’t 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.

This 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.

Should 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.

Firearm Proficiency


Starting 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.

Gunsmith


Upon choosing this archetype at 3rd level, 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

NameCostAmmoDamageWeightRangeProperties
Palm Pistol50g2g (20)1d8 piercing1 lb.(40/160)Light, reload 1, misfire 1
Pistol150g4g (20)1d10 piercing3 lb.(60/240)Reload 4, misfire 1
Musket300g5g (20)1d12 piercing10 lb.(120/480)Two-handed, reload 1, misfire 2
Pepperbox250g4g (20)1d10 piercing5 lb.(80/320)Reload 6, misfire 2
Blunderbuss300g5g (5)2d8 piercing10 lb.(15/60)Reload 1, misfire 2
Bad NewsCrafted10g (5)2d12 piercing25 lb.(200/800)Two-handed, reload 1, misfire 3
Hand MortarCrafted10g (1)2d8 fire10 lb.(30/60)Reload 1, misfire 3, explosive


Adept Marksman

When you choose this archetype at 3rd level, 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

Trick Shots

These trick shots are presented in alphabetical order.

Bullying Shot. 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.

Dazing Shot. 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.

Deadeye Shot. When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.

Disarming Shot. 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.

Forceful Shot. 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.

Piercing Shot. 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.

Violent Shot. 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.

Winging Shot. 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.

Quickdraw

When 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.

Rapid Repair

Upon 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.

Lightning Reload

Starting at 15th level, you can reload any firearm as a bonus action.

Vicious Intent

At 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.


Psychic Warrior

Awakening to the psionic power within themselves, a Psychic Warrior is a fighter who augments their physical might with psychically infused weapon strikes, telekinetic lashes, and barriers of mental force.

As a Psychic Warrior, you might have honed your psionic abilities through your own disciplined practice, unlocked it under the tutelage of a master, or developed it at an academy dedicated to wielding the mind’s power as both weapon and shield.

Psionic Armament

At 3rd level, you can channel your psychic power to magically augment your prowess. When you finish a long rest, choose whether to augment your defenses or your strikes. The chosen benefit lasts until you finish a long rest.

Augmented Defenses. When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to roll a d10 and reduce the amount of damage taken by the number rolled. When you reach 10th level in this class, the die changes to a d12.

Augmented Strikes. Once during each of your turns when you hit a creature with a weapon attack, you can also deal 1d4 psychic damage to that target. When you reach 10th level in this class, the psychic damage increases to 1d6.

Telekinetic Hand

At 3rd level, you learn the mage hand cantrip. You can cast it without components, and you can make the spectral hand invisible. Intelligence is your spellcasting ability for this spell.

Strength of Mind

At 7th level, as a bonus action, you can telekinetically lash out at a creature you can see within 20 feet of you. The target must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed save, the target takes force damage equal to 2d6 plus your Intelligence modifier and is telekinetically moved 15 feet directly toward or away from you (your choice). On a successful save, it takes half as much damage and isn’t moved.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Telekinetic Bulwark

At 10th level, when you take the Attack action, you can forgo one of your attacks to project a bastion of psionic power in a 10-foot radius around yourself. It lasts for 1 minute or until you’re incapacitated. For the duration, you and your allies in that area gain the benefits of half cover and have advantage on Strength saving throws.

Once you use this feature, you can’t do so again until you finish a long rest or until after you use your Second Wind feature.

Agonizing Strikes

At 15th level, your attacks can channel psychic agony. When you hit a creature with a weapon attack, you can also deal 2d10 psychic damage to that target and force it to make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. Unless the save succeeds, the target falls prone, and it suffers disadvantage on ability checks until the end of your next turn.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Psychic Dreadnaught

At 18th level, the power of your mind suffuses your entire being, making you a nigh-unstoppable force on the battlefield. Using your reaction when you take damage, you can give yourself the following benefits for 1 minute or until you’re incapacitated:

  • At the start of each of your turns, you regain 10 hit points.

  • Your walking speed increases by 10 feet.

  • If you’re prone, you can stand up by spending 5 feet of movement.

Once you activate this feature, you can’t use it again until you finish a long rest.

Rune Knight

You discovered how to enhance your martial prowess using the supernatural power of runes. The ancient practice of rune magic originated with giants. Skiltgravr (“rune cutters”) can be found among any type of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant’s work carved into a hill or cave, learned of the runes from a traveling sage, or met the giant in person, you studied the giant’s craft. In time, you learned how to carve and apply runes to your equipment and how to invoke their magic, ultimately becoming a Rune Knight.

Bonus Proficiencies

At 3rd level, you gain proficiency with smith’s tools, and you learn to speak, read, and write Giant.

Rune Magic

At 3rd level, you learn how to use runes to enhance your gear. When you gain this feature, you learn how to inscribe two runes of your choice on weapons, armor, or shields (see “Rune Options”).

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, or a shield.

Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes.

Each time you gain a level in this class, you can replace one rune you know with a different one.

If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Intelligence modifier.

Haug (Hill Rune). This rune’s magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object inscribed with 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 the rune, you can’t do so again until you finish a short or long rest.

Ild (Fire Rune). This rune’s magic channels the masterful craftsmanship of fire giant 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 a weapon attack, you can invoke the rune to summon fiery shackles: the target 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 the rune, you can’t do so again until you finish a short or long rest.

Ise (Frost Rune). This rune’s magic evokes a frost giant’s stoic calm. 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 Strength score by 2 for 10 minutes. This increase can cause your score to exceed 20, but not 30. Once you invoke the rune, you can’t do so again until you finish a short or long rest.

Skye (Cloud Rune). This rune’s magic emulates the deceptiveness of a cloud giant. 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 cause that attack to target a different creature within 30 feet of you (other than the attacker), using the same roll. This magic can transfer the attack regardless of the attack’s range. Once you invoke the rune, you can’t do so again until you finish a short or long rest.

Stein (Stone Rune). This rune’s magic channels the insightfulness of a stone giant. 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 60 feet. If you already have darkvision, its range increases by 30 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 effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze. Once you invoke the rune, you can’t do so again until you finish a short or long rest.

Uvar (Storm Rune). Using this rune, you can glimpse the future like a storm giant. 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 are not 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 the rune, you can’t do so again until you finish a short or long rest.

Giant Might

At 3rd level, you can 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.

  • Your weapon attacks deal an extra 1d6 damage.

You can use this feature twice, and you regain all expended uses of it when you finish a long rest.

Defensive Runes

At 7th level, you learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the creature’s AC against that attack. The bonus equals 1 + your Intelligence modifier (minimum of +2).

In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of three).

Great Stature

At 10th level, the magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll. Moreover, the extra damage you deal with your Giant Might feature increases to 1d8.

In addition, you learn one new rune of your choice from your Rune Magic feature (for a total of four).

Rune Magic Mastery

At 15th level, you can invoke each rune you know from your Rune Magic feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.

In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of five).

Blessing of the All Father

At 18th level, you learn how to share your rune magic with your allies. When you use your Giant Might feature, you can choose one willing creature you can see within 60 feet of you. The chosen creature also gains the benefits of your Giant Might feature.

[title]Champion[/title]

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.

[title]Improved Critical[/title]

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

[title]Remarkable Athlete[/title]

Starting at 7th level, 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.

[title]Additional Fighting Style[/title]

At 10th level, you can choose a second option from the Fighting Style class feature.

[b]Archery.[/b] You gain a +2 bonus to attack rolls you make with ranged weapons.

[b]Defense.[/b] While you are wearing armor, you gain a +1 bonus to AC.

[b]Dueling.[/b] 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.

[b]Great Weapon Fighting.[/b] 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.

[b]Protection.[/b] 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.

[b]Two-Weapon Fighting.[/b] When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

[title]Superior Critical[/title]

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.

[title]Survivor[/title]

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.


[title]Gunslinger[/title]

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.

However, some minds couldn’t 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.

This 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.

Should 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.

[title]Firearm Proficiency[/title]
Starting 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.

[title]Gunsmith[/title]
Upon choosing this archetype at 3rd level, 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.

[b]Firearm Properties.[/b] 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.

[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.

[b]Misfire.[/b] 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.

[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.

[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’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.

[title]Firearms[/title]

[table][b]Name[/b][td][b]Cost[/b][td][b]Ammo[/b][td][b]Damage[/b][td][b]Weight[/b][td][b]Range[/b][td][b]Properties[/b]
Palm Pistol[td]50g[td]2g (20)[td][1d8] piercing[td]1 lb.[td](40/160)[td]Light, reload 1, misfire 1
Pistol[td]150g[td]4g (20)[td][1d10] piercing[td]3 lb.[td](60/240)[td]Reload 4, misfire 1
Musket[td]300g[td]5g (20)[td][1d12] piercing[td]10 lb.[td](120/480)[td]Two-handed, reload 1, misfire 2
Pepperbox[td]250g[td]4g (20)[td][1d10] piercing[td]5 lb.[td](80/320)[td]Reload 6, misfire 2
Blunderbuss[td]300g[td]5g (5)[td][2d8] piercing[td]10 lb.[td](15/60)[td]Reload 1, misfire 2
Bad News[td]Crafted[td]10g (5)[td][2d12] piercing[td]25 lb.[td](200/800)[td]Two-handed, reload 1, misfire 3
Hand Mortar[td]Crafted[td]10g (1)[td][2d8] fire[td]10 lb.[td](30/60)[td]Reload 1, misfire 3, explosive
[/table]

[title]Adept Marksman[/title]

When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.

[b]Trick Shots.[/b] 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.

[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’s discretion). You regain all expended grit points after a short or long rest.

[b]Saving Throws.[/b] 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:

[b]Trick Shot save DC[/b] = 8 + your proficiency bonus + your Dexterity modifier

[title]Trick Shots[/title]

These trick shots are presented in alphabetical order.

[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.

[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.

[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.

[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.

[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.

[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’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.

[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’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.

[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.

[title]Quickdraw[/title]

When 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.

[title]Rapid Repair[/title]

Upon 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.

[title]Lightning Reload[/title]

Starting at 15th level, you can reload any firearm as a bonus action.

[title]Vicious Intent[/title]

At 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.


[title]Psychic Warrior[/title]

Awakening to the psionic power within themselves, a Psychic Warrior is a fighter who augments their physical might with psychically infused weapon strikes, telekinetic lashes, and barriers of mental force.

As a Psychic Warrior, you might have honed your psionic abilities through your own disciplined practice, unlocked it under the tutelage of a master, or developed it at an academy dedicated to wielding the mind’s power as both weapon and shield.

[title]Psionic Armament[/title]

At 3rd level, you can channel your psychic power to magically augment your prowess. When you finish a long rest, choose whether to augment your defenses or your strikes. The chosen benefit lasts until you finish a long rest.

[b]Augmented Defenses.[/b] When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to roll a [d10] and reduce the amount of damage taken by the number rolled. When you reach 10th level in this class, the die changes to a [d12].

[b]Augmented Strikes.[/b] Once during each of your turns when you hit a creature with a weapon attack, you can also deal [1d4] psychic damage to that target. When you reach 10th level in this class, the psychic damage increases to [1d6].

[title]Telekinetic Hand[/title]

At 3rd level, you learn the [spell]mage hand[/spell] cantrip. You can cast it without components, and you can make the spectral hand invisible. Intelligence is your spellcasting ability for this spell.

[title]Strength of Mind[/title]

At 7th level, as a bonus action, you can telekinetically lash out at a creature you can see within 20 feet of you. The target must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed save, the target takes force damage equal to [2d6] plus your Intelligence modifier and is telekinetically moved 15 feet directly toward or away from you (your choice). On a successful save, it takes half as much damage and isn’t moved.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

[title]Telekinetic Bulwark[/title]

At 10th level, when you take the Attack action, you can forgo one of your attacks to project a bastion of psionic power in a 10-foot radius around yourself. It lasts for 1 minute or until you’re incapacitated. For the duration, you and your allies in that area gain the benefits of half cover and have advantage on Strength saving throws.

Once you use this feature, you can’t do so again until you finish a long rest or until after you use your Second Wind feature.

[title]Agonizing Strikes[/title]

At 15th level, your attacks can channel psychic agony. When you hit a creature with a weapon attack, you can also deal [2d10] psychic damage to that target and force it to make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. Unless the save succeeds, the target falls prone, and it suffers disadvantage on ability checks until the end of your next turn.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

[title]Psychic Dreadnaught[/title]

At 18th level, the power of your mind suffuses your entire being, making you a nigh-unstoppable force on the battlefield. Using your reaction when you take damage, you can give yourself the following benefits for 1 minute or until you’re incapacitated:

[list][*]At the start of each of your turns, you regain 10 hit points.
[*]Your walking speed increases by 10 feet.
[*]If you’re prone, you can stand up by spending 5 feet of movement.[/list]

Once you activate this feature, you can’t use it again until you finish a long rest.

[title]Rune Knight[/title]

You discovered how to enhance your martial prowess using the supernatural power of runes. The ancient practice of rune magic originated with giants. Skiltgravr (“rune cutters”) can be found among any type of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant’s work carved into a hill or cave, learned of the runes from a traveling sage, or met the giant in person, you studied the giant’s craft. In time, you learned how to carve and apply runes to your equipment and how to invoke their magic, ultimately becoming a Rune Knight.

[title]Bonus Proficiencies[/title]

At 3rd level, you gain proficiency with smith’s tools, and you learn to speak, read, and write Giant.

[title]Rune Magic[/title]

At 3rd level, you learn how to use runes to enhance your gear. When you gain this feature, you learn how to inscribe two runes of your choice on weapons, armor, or shields (see “Rune Options”).

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, or a shield.

Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes.

Each time you gain a level in this class, you can replace one rune you know with a different one.

If a rune requires a saving throw, your Rune Magic [b]save DC[/b] equals 8 + your proficiency bonus + your Intelligence modifier.

[b]Haug (Hill Rune).[/b] This rune’s magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object inscribed with 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 the rune, you can’t do so again until you finish a short or long rest.

[b]Ild (Fire Rune).[/b] This rune’s magic channels the masterful craftsmanship of fire giant 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 a weapon attack, you can invoke the rune to summon fiery shackles: the target 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 the rune, you can’t do so again until you finish a short or long rest.

[b]Ise (Frost Rune).[/b] This rune’s magic evokes a frost giant’s stoic calm. 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 Strength score by 2 for 10 minutes. This increase can cause your score to exceed 20, but not 30. Once you invoke the rune, you can’t do so again until you finish a short or long rest.

[b]Skye (Cloud Rune).[/b] This rune’s magic emulates the deceptiveness of a cloud giant. 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 cause that attack to target a different creature within 30 feet of you (other than the attacker), using the same roll. This magic can transfer the attack regardless of the attack’s range. Once you invoke the rune, you can’t do so again until you finish a short or long rest.

[b]Stein (Stone Rune).[/b] This rune’s magic channels the insightfulness of a stone giant. 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 60 feet. If you already have darkvision, its range increases by 30 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 effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze. Once you invoke the rune, you can’t do so again until you finish a short or long rest.

[b]Uvar (Storm Rune).[/b] Using this rune, you can glimpse the future like a storm giant. 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 are not 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 the rune, you can’t do so again until you finish a short or long rest.

[title]Giant Might[/title]

At 3rd level, you can imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:

[list][*]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.
[*]Your weapon attacks deal an extra [1d6] damage.[/list]

You can use this feature twice, and you regain all expended uses of it when you finish a long rest.

[title]Defensive Runes[/title]

At 7th level, you learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the creature’s AC against that attack. The bonus equals 1 + your Intelligence modifier (minimum of +2).

In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of three).

[title]Great Stature[/title]

At 10th level, the magic of your runes permanently alters you. When you gain this feature, roll [3d4]. You grow a number of inches in height equal to the roll. Moreover, the extra damage you deal with your Giant Might feature increases to [1d8].

In addition, you learn one new rune of your choice from your Rune Magic feature (for a total of four).

[title]Rune Magic Mastery[/title]

At 15th level, you can invoke each rune you know from your Rune Magic feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.

In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of five).

[title]Blessing of the All Father[/title]

At 18th level, you learn how to share your rune magic with your allies. When you use your Giant Might feature, you can choose one willing creature you can see within 60 feet of you. The chosen creature also gains the benefits of your Giant Might feature.

 

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