Asgardian

Basic Features
Hit Points Proficiencies Equipment Saving Throws
 * Hit Dice: 1d10 per Asgardian level
 * Hit Points at 1st Level: 10 + your Health Modifier
 * Hit Points at Higher Levels: 1d10 (or 6) + your Health Modifier per Asgardian level after 1st level
 * Armor: Light, Medium, or Heavy
 * Sets: Brewer's Supplies, Calligrapher's Supplies, Cook's Utensils, or Smith's Tools
 * Weapons: 2 Simple Weapons, 1 Martial Weapon
 * Languages: Allspeak (All languages of the Nine Realms)
 * Any proficient weapon and armor.
 * Choose two from Health, Dexterity, Willpower

Spellcasting Ability
Charisma is your spellcasting ability for your mystic spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a mystic spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + Charisma modifier.

Spell attack modifier = Your proficiency bonus + Charisma modifier.

Fighting Style
At first level, choose one of the following options.
 * 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.


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

Asgardian Legacy
At first level, choose one of the following paths to follow. These give you additional features at level 7, 10, 15, and 18.
 * All-Mother
 * Artificer
 * Beguiler
 * Bifrost
 * Death
 * Lightbringer
 * Odinforce
 * Thunder (Offense and Thunder)
 * Trickster (Defense and Illusion)
 * Warrior (Offense) Warriors Three (Fighter)
 * Valkyrie (Offense and Defense) Valkyrie (Paladin)

Training
At level 1, you may exchange your spell slots for Training.

You learn three special maneuvers. You can use only one maneuver per attack.

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice
You start with four superiority dice, which are d8s, and you expend one whenever you use a maneuver. You regain them all when you finish a short or long rest.

You gain another superiority die at 7th level and one more at 15th level.

Saving Throws
Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC: 8 + your proficiency bonus + your Health or Dexterity modifier (your choice)

Maneuvers

 * Commander's Strike: When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
 * Disarming Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Health saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
 * Distracting Strike: When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
 * Evasive Footwork: When you move on your turn, you can expend a superiority die, adding the total to your AC until you stop moving.
 * Feinting Attack: You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. Until the end of the turn, you have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack's damage roll.
 * Goading Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has a disadvantage on all attack rolls against targets other than you until the end of your next turn.
 * Lunging Attack: When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
 * Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
 * Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
 * Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
 * Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
 * Pushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Health saving throw. On a failed save, you push the target up to 15 feet away from you.
 * Rally: On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
 * Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
 * Sweeping Attack: When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
 * Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Health saving throw or be knocked prone.

Power Focus
At second level, you gain a weapon tailored to your Legacy and your proficiencies. This will be your Power Focus, similar to an Arcane focus for the vanilla Wizard. If a spell in this wiki mentions a needed Gesture, you must substitute it for this focus. This will be how you control your power up until Level 15, when it is no longer necessary.

Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

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.

Battleborn
When you reach 10th level, your superiority dice turn into d10. When you reach level 18, your dice turn into d12. Starting at level 15, whenever you roll for initiative and have zero superiority dice, you get 1 superiority die back.

Spells
You may add spells equal to your current spell slots at level 1 that are in the Evocation or Abjuration category. There must be an open spell slot, and the spell must be that level. At higher levels, you may add more spells depending on what slots you gain.

You must choose Spell Slots over Training for this bonus.

Shield of Freyja
Starting at 1st level, when a creature attacks a target other than you that is within 5 feet of you, you may use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target.

Freyja's Blessing
At 7th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to give that reature a bonus to the roll equalling your proficiency bonus + Health modifier. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Potent Healing
Starting at 10th level, you may add your Health modifier to the amount you heal a person.

Mother's Love
At 15th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose. As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.

Supreme Healing
Starting at 18th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Spells
You may add spells equal to your current spell slots at level 1 that are in the Transmutation or Abjuration category. There must be an open spell slot, and the spell must be that level. At higher levels, you may add more spells depending on what slots you gain.

You must choose Spell Slots over Training for this bonus.

Innate Craftsmanship
Starting at 1st level, you may switch two of your proficiencies for Arcana and Mechanics.

Improving Skill
At level 7, you gain +3 Design Points for Armor and Weapons.

Potent Enchantments
Starting at 10th level, your weapon enchantments are twice as effective and you may subtract your Proficiency Bonus from Arcana checks.

Secrets of Nidavellir
At 15th level, you gain proficiency in all Rare materials.

Supreme Enchanter
Starting at 18th level, you may add enchantments normally reserved for weapons or armor to their opposites, and enchant armor even with Systems installed.

Spells
You may add spells equal to your current spell slots at level 1 that are in the Enchantment or Illusion category. There must be an open spell slot, and the spell must be that level. At higher levels, you may add more spells depending on what slots you gain. You must choose Spell Slots over Training for this bonus.

Empath
As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened or charmed by/of you for 1 minute, your choice The affected creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Sorceress' Boon
Beginning at level 7, you may as an action expend two superiority dice to regain 1d6 +2 spell slots. You may do this once per day. You may choose any 3 4th level or below spells from any Legacy list.

Split Enchantment
Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.

Enthralling Presence
At 15th level, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.

Once you assume this majestic presence, you can't do so again until you finish a short or long rest.

That's Amora
At level 18, choose an opponent of the preferred gender as a bonus action. That target must succeed on a 25 Wisdom saving throw. to not have disadvantage against all attacks made against you, directly or indirectly, for the rest of the encounter. If the attack hits, you take half damage. You may only do this once per battle. The target is immune to this perk for 24 hours if it succeeds on the Wisdom save.

Spells
You may add spells equal to your current spell slots at level 1 that are in the Divination or Abjuration category. There must be an open spell slot, and the spell must be that level. At higher levels, you may add more spells depending on what slots you gain.

You must choose Spell Slots over Training for this bonus.

All-Seer's Gift
Starting at 1st level, you can communicate telepathically with one creature you have met. After completing a short rest, you may switch which creature you may communicate with.

Guardian's Stoicism
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Heimdall's Perception
Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.
 * Darkvision: You gain darkvision out to a range of 60 feet.
 * Ethereal Sight: You can see into the Ethereal Plane within 60 feet of you.
 * Greater Comprehension: You can read any language.
 * See Invisibility: You can see invisible creatures and objects within 10 feet of you that are within line of sight.

Unyielding Spirit
At 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.

Survivor
At 18th level, at the start of each of your turns, you regain hit points equal to 5 + your Health 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.

Spells
You may add spells equal to your current spell slots at level 1 that are in the Necromancy or Conjuration category. There must be an open spell slot, and the spell must be that level. At higher levels, you may add more spells depending on what slots you gain.

You must choose Spell Slots over Training for this bonus.

Curse of Hel
Starting at 1st level, as a bonus action, choose one creature you can see within 30 feet of you. The curse ends early if the target dies, you die, or you are incapacitated. The target is cursed for 1 minute. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your Asgardian level + your Charisma modifier. You can't use this feature again until you finish a short or long rest.

Guardians of Death
Starting at 7th level, when you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your Asgardian level. Roll initiative for the specter which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0). The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

Hela's Might
At 10th level, if the target cursed by the Curse of Hel hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll. You have resistance to necrotic damage, and your hit point maximum can't be reduced.

Curse Contagion
Starting at 15th level, when the creature cursed by the Curse of Hel dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature.

Conqueror's Blessing
When you reach 18th level,on your turn, you can use a bonus action to regain hit points equal to 1d8 + your Asgardian level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches. Once you use this feature, you can't use it again until you finish a short or long rest.

Spells
You may add spells equal to your current spell slots at level 1 that are in the Evocation (must deal the damage you chose in Powers Over Nature) category. There must be an open spell slot, and the spell must be that level. At higher levels, you may add more spells depending on what slots you gain.

You must choose Spell Slots over Training for this bonus.

Powers Over Nature
At 1st Level, choose from Cold, Fire, Lightning. When the features mention elemental damage, you do this sort of damage. The spells underneath that header are added to your spell list.

Elemental Aura
Starting at 1st level, your weapon attacks score a critical hit on a roll of 19 or 20. You emanate an aura as a bonus action. The aura extends 10 feet from you in every direction, but not through total cover. Your aura has an effect that you can activate again on each of your turns as a bonus action. If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Health modifier. You can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 elemental damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.

Soul of Nature
Starting at 7th level,you can add half your proficiency bonus (round up) to any Dexterity or Health 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 Health modifier. You gain resistance to your elemental damage.

Defiance Incarnate
Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your Asgardian level + your Health modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your Asgardian level + your Charisma modifier.

Divine Strike
At level 15, when you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Health saving throw. On a failed save, the creature is knocked prone and takes 5d8 elemental damage You have advantage on saving throws to avoid becoming paralyzed or stunned. Your weapon attacks score a critical hit on a roll of 18-20.

Retaliation
Starting at 18th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature that deals critical damage.

Spells
You may add spells equal to your current spell slots at level 1 that are in the Evocation (must deal Radiant Damage or heal), Divination, Conjuration category. There must be an open spell slot, and the spell must be that level. At higher levels, you may add more spells depending on what slots you gain.

You must choose Spell Slots over Training for this bonus.

These spells are added to your spell list.

Radiance of Balder
Starting at 1st level, as an action, you present your focus, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Health saving throw. A creature takes radiant damage equal to 2d10 + your Asgardian level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Benediction
At 6th level, when a creature within 30 feet of you makes an attack roll, ability check, or saving throw using Health, you can use your reaction to grant that creature a +10 bonus to the roll, using your reaction. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fail.

None Shall Harm Him
When you reach 14th level, when a creature attacks you, that creature must make a Willpower saving throw against your Asgardian spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you.

Recovery
At 15th level, as a bonus action when you have less than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

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

Aura of the Favored Son
At 18th level, you become an avatar of peace, which gives you two benefits:


 * You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
 * Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.

If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.

Spells
You may add spells equal to your current spell slots at level 1 that are in the Evocation (must deal Radiant or Force Damage), Divination, or Conjuration category. There must be an open spell slot, and the spell must be that level. At higher levels, you may add more spells depending on what slots you gain.

You must choose Spell Slots over Training for this bonus.

Sentinel Raven
Starting at 1st level, you gain a spirit that assumes the form and game statistics of a raven. It always obeys your commands, which you can give telepathically while it is within 100 feet of you. While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier.

While perched on your shoulder, the raven can't be targeted by any attack or other harmful effect; only you can cast spells on it; it can't take damage; and it is incapacitated. You can see through the raven's eyes and hear what it hears while it is within 100 feet of you. In combat, you roll initiative for the raven and control how it acts.

If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours. The raven doesn't require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action. The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles. At the end of a short or long rest, you can call the raven back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.

Allfather's Aura
Starting at 1st level, as a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your Asgardian level + your Charisma modifier. Once you use this feature, you can't use it again until you finish a short or long rest.

Soul of the Raven
At 7th level, as a bonus action when your raven is perched on your shoulder, your body merges with your raven's form. While merged, you become Tiny, you replace your speed with the raven's, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you gain the benefits of your raven being perched on your shoulder. As an action, you and the raven return to normal.

Odin's Resilience
At 10th level, you gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage. You gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your Asgardian level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your Asgardian level + your Charisma modifier.

Odin's Vitality
Starting at 15th level, when you have to make a death saving throw at the start of your turn, you can instead spring back to your feet. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn. Once you use this feature, you can't use it again until you finish a long rest.

Overchannel
Starting at 18th level, when you cast a Asgardian spell of 5th level or lower (excluding cantrips) that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunities.

Spells
You may add spells equal to your current spell slots at level 1 that are in the Illusion, Enchantment, or Evocation (must deal Psychic or Force damage) category. There must be an open spell slot, and the spell must be that level. At higher levels, you may add more spells depending on what slots you gain.

You must choose Spell Slots over Training for this bonus.

Blessing of the Trickster
At 1st level, you can use your action to touch a willing creature to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

Invoke Duplicity
Starting at 1st level, as an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Roguish Talents
You may choose at level 1 to switch the Asgardian basic abilities for the Rogue basic abilities, including spell slots for Sneak Attack.

Shifting Form
Starting at 7th level, when you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy's space but can't willingly end your move there. If you cast a teleportation spell,

Alter Memories
At 10th level, when you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.

Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your Asgardian spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.

Can't Outfox a Fox
At 14th level, you can't be charmed or poisoned, and if an attack is a critical hit against you, it doesn't deal its extra damage to you. In addition, you may conjure a realistic duplicate to absorb an attack as a reaction. You teleport up to 60 feet in a place that you can see.

You may not use this ability again until you finish a long or short rest.

Improved Duplicity
At 18th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.

Second Wind
At first level, 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.

Action Surge
Starting at first level, on your turn, you can take one additional action on top of your regular action and a possible bonus 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.

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


 * Health score
 * Dexterity score
 * Armor Class
 * Current hit points
 * Vitality
 * Total class levels (if any)
 * Fighter class levels (if any)

Indomitable
Beginning at 10th 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.

Warrior's Defense
At 15th level, you gain one of the following features of your choice.


 * Evasion: When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


 * Stand Against the Tide: When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.


 * Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Superior Critical
Starting at 18th level, your attacks score a critical hit on a roll of 18-20.

Spells
You may add spells equal to your current spell slots at level 1 that are in the Abjuration or Evocation (must deal Radiant damage or heal) category. There must be an open spell slot, and the spell must be that level. At higher levels, you may add more spells depending on what slots you gain.

You must choose Spell Slots over Training for this bonus.

Slayer's Prey
Starting at 1st level, as a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with an attack, it takes an extra 1d6 damage.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that targets grapple, add 1d6 to your roll.

Fighter's Philosophy
At level 1, you gain one of the following features of your choice.


 * Punisher: When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.


 * Opportunist: When a Medium or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.


 * In the Thick of It: Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Defensive Tactics
At 7th level, you gain one of the following features of your choice.


 * Escape the Horde: Opportunity attacks against you are made with disadvantage.
 * Multi-attack Defense: When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.


 * Steel Will: You have advantage on saving throws against being frightened.

Soldier's Counter
At 10th level, if the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

Multi-attack
At 15th level, you gain one of the following features of your choice.


 * Volley: You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.


 * Whirlwind Attack: You can use your action to make a melee attack against any number of creatures within 5 feet of you. with a separate attack roll for each target.

Stroke of Luck
At 18th level, if your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

Once you use this feature, you can't use it again until you finish a short or long rest.