- All 123 official subclasses (2014 books and the 2024 Player's Handbook), each with its book and features up to level 20; one file per class - The builder has a subclass step after the class: pick one, let a die suggest one, or decide later; its gifts arrive at the class's choice level - 2024 updates (Wild Heart, Warrior of the Elements) offer a one-click switch - The Road Ahead: a level 1-20 timeline on every sheet and in the builder - 33 new species (2024 Aasimar and Goliath, Monsters of the Multiverse) with chosen +2/+1 or +1/+1/+1 bonuses; species roll is now a d8 by family - The Artificer: class, half-caster slots from level 1, features, Flash of Genius - Class tables and counters run to level 20; a fifth Boon, Resolve Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
184 lines
14 KiB
JavaScript
184 lines
14 KiB
JavaScript
// Fighter subclasses: the martial archetypes. The shape is described in index.js.
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const FIGHTER = [
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{
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key: 'CHAMPION',
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name: 'Champion',
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source: 'Player’s Handbook',
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edition: '2014',
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summary: 'Simple and deadly: more critical hits, more athletic.',
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features: {
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3: [{ name: 'Improved Critical', text: 'Your weapon attacks score a critical hit on a roll of 19 or 20.' }],
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7: [{ name: 'Remarkable Athlete', text: 'Add half your proficiency bonus to Strength, Dexterity and Constitution checks you are not proficient in; long jump + Strength modifier feet.' }],
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10: [{ name: 'Additional Fighting Style', text: 'Choose a second option from your Fighting Style list. (If it is +1 AC in armor, the DM raises Extra AC by 1.)' }],
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15: [{ name: 'Superior Critical', text: 'Your weapon attacks score a critical hit on a roll of 18 to 20.' }],
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18: [{ name: 'Survivor', text: 'At the start of each turn, if you are below half HP but above 0, regain 5 + your Constitution modifier HP.' }],
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},
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},
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{
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key: 'BATTLE_MASTER',
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name: 'Battle Master',
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source: 'Player’s Handbook',
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edition: '2014',
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summary: 'A tactician who turns each swing into a manoeuvre.',
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features: {
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3: [
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{ name: 'Combat Superiority', text: 'Battle Master. Four superiority dice (d8), back on a short rest. Spend one on a manoeuvre; where a save is called for the DC is 8 + proficiency bonus + Strength or Dexterity modifier.' },
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{ name: 'Manoeuvres', text: 'Choose three with your DM: Trip Attack (add the die to damage; Strength save or prone), Disarming Attack (add the die; Strength save or it drops what it holds), Pushing Attack (add the die; Strength save or pushed 15 ft), Precision Attack (add the die to an attack roll), Riposte (reaction when a creature misses you: attack it and add the die), Parry (reaction: reduce melee damage by the die + Dexterity modifier), Rally (bonus action: an ally gains the die + Charisma modifier Temp HP), Menacing Attack (add the die; Wisdom save or frightened until your next turn).' },
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],
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7: [
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{ name: 'Know Your Enemy', text: 'After a minute watching a creature, the DM tells you whether it is your equal, better or worse in two of: Strength, Dexterity, Constitution, AC, current HP, level.' },
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{ name: 'Combat Superiority', text: 'Battle Master. Five superiority dice (d8), back on a short rest. Spend one on a manoeuvre; where a save is called for the DC is 8 + proficiency bonus + Strength or Dexterity modifier.', upgrade: true },
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{ name: 'Manoeuvres', text: 'Choose two more with your DM (five in all) from the list on your level 3 line.' },
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],
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10: [{ name: 'Combat Superiority', text: 'Battle Master. Five superiority dice (d10), back on a short rest. Spend one on a manoeuvre; where a save is called for the DC is 8 + proficiency bonus + Strength or Dexterity modifier. Choose two more manoeuvres with your DM (seven in all).', upgrade: true }],
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15: [
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{ name: 'Relentless', text: 'When you roll initiative with no superiority dice left, regain one.' },
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{ name: 'Combat Superiority', text: 'Battle Master. Six superiority dice (d10), back on a short rest. Spend one on a manoeuvre; where a save is called for the DC is 8 + proficiency bonus + Strength or Dexterity modifier. Choose two more manoeuvres with your DM (nine in all).', upgrade: true },
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],
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18: [{ name: 'Combat Superiority', text: 'Battle Master. Six superiority dice (d12), back on a short rest. Spend one on a manoeuvre; where a save is called for the DC is 8 + proficiency bonus + Strength or Dexterity modifier. Nine manoeuvres in all.', upgrade: true }],
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},
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},
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{
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key: 'SAMURAI',
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name: 'Samurai',
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source: 'Xanathar’s Guide to Everything',
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edition: '2014',
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summary: 'Unbreakable resolve: strikes with advantage and shrugs off blows.',
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features: {
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3: [
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{ name: 'Fighting Spirit', text: 'Samurai. Three times per long rest, bonus action: advantage on all weapon attacks this turn and gain 5 Temp HP.' },
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{ name: 'Bonus Proficiency', text: 'Treat one of History, Insight, Performance or Persuasion as proficient (add your proficiency bonus by hand).' },
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],
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7: [{ name: 'Elegant Courtier', text: 'Add your Wisdom modifier to Persuasion checks, and treat Wisdom saves as proficient (both added by hand).' }],
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10: [
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{ name: 'Tireless Spirit', text: 'If you roll initiative with no uses of Fighting Spirit left, you regain one.' },
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{ name: 'Fighting Spirit', text: 'Samurai. Three times per long rest, bonus action: advantage on all weapon attacks this turn and gain 10 Temp HP.', upgrade: true },
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],
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15: [
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{ name: 'Rapid Strike', text: 'Once per turn, when you have advantage on an attack, give it up to make one extra attack.' },
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{ name: 'Fighting Spirit', text: 'Samurai. Three times per long rest, bonus action: advantage on all weapon attacks this turn and gain 15 Temp HP.', upgrade: true },
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],
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18: [{ name: 'Strength Before Death', text: 'Once per long rest, when you drop to 0 HP: take a full extra turn right away before you fall.' }],
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},
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},
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{
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key: 'ARCANE_ARCHER',
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name: 'Arcane Archer',
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source: 'Xanathar’s Guide to Everything',
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edition: '2014',
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summary: 'Elven archery that wraps each arrow in a spell.',
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features: {
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3: [
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{ name: 'Arcane Archer Lore', text: 'Arcane Archer. Treat Arcana or Nature as proficient, and learn Prestidigitation or Druidcraft.' },
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{ name: 'Arcane Shot', text: 'Twice per short rest, when you hit with a bow: add an arcane effect (choose two to know, more later): Banishing, Beguiling, Bursting (2d6 force to all within 10 ft), Enfeebling, Grasping, Piercing (a 30 ft line), Seeking (finds a hidden target), Shadow (blinds).' },
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],
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7: [
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{ name: 'Magic Arrow', text: 'Your arrows count as magical.' },
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{ name: 'Curving Shot', text: 'Bonus action when you miss with a magic arrow: reroll the attack against another target within 60 ft of the first.' },
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],
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10: [{ name: 'Arcane Shot', text: 'Learn one more Arcane Shot option (three in all); damage from shots grows to 4d6 at level 18.' }],
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15: [{ name: 'Ever-Ready Shot', text: 'When you roll initiative with no Arcane Shots left, regain one.' }],
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18: [{ name: 'Arcane Shot', text: 'Your Arcane Shot effects deal their improved damage.' }],
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},
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},
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{
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key: 'CAVALIER',
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name: 'Cavalier',
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source: 'Xanathar’s Guide to Everything',
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edition: '2014',
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summary: 'A mounted guardian who holds the line and punishes anyone who ignores them.',
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features: {
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3: [
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{ name: 'Born to the Saddle', text: 'Cavalier. Advantage on saves against falling off your mount; mounting or dismounting costs 5 ft of movement.' },
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{ name: 'Unwavering Mark', text: 'When you hit a creature, mark it until your next turn: it has disadvantage on attacks against anyone else, and if it damages someone else you may attack it as a bonus action with advantage, adding half your level to the damage.' },
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],
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7: [{ name: 'Warding Maneuver', text: 'A few times per long rest (Constitution modifier), reaction: add 1d8 to an adjacent ally’s AC against an attack; if it still hits, it takes half damage.' }],
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10: [{ name: 'Hold the Line', text: 'Creatures provoke opportunity attacks from you when they move 5 ft or more within your reach; a hit stops them.' }],
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15: [{ name: 'Ferocious Charger', text: 'Once per turn, after moving 10 ft straight before a hit, the target makes a Strength save or is knocked prone.' }],
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18: [{ name: 'Vigilant Defender', text: 'You get a special reaction on every other creature’s turn, used only for opportunity attacks.' }],
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},
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},
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{
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key: 'ECHO_KNIGHT',
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name: 'Echo Knight',
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source: 'Explorer’s Guide to Wildemount',
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edition: '2014',
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summary: 'Fights from two places at once with an echo of a possible self.',
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features: {
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3: [
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{ name: 'Manifest Echo', text: 'Echo Knight. Bonus action: a translucent echo of you appears within 15 ft (AC 14 + proficiency bonus, 1 HP). You can attack from its space, swap places with it (15 ft of movement), and it moves 30 ft as a bonus action.' },
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{ name: 'Unleash Incarnation', text: 'A few times per long rest (Constitution modifier), when you take the Attack action: make one extra attack from your echo’s position.' },
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],
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7: [{ name: 'Echo Avatar', text: 'Action: see and hear through your echo for 10 minutes; it can travel up to 1,000 ft away.' }],
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10: [{ name: 'Shadow Martyr', text: 'Once per short rest, reaction: your echo teleports in front of an ally and takes the attack instead.' }],
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15: [{ name: 'Reclaim Potential', text: 'A few times per long rest (Constitution modifier), when your echo is destroyed: gain 2d6 + Constitution modifier Temp HP.' }],
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18: [{ name: 'Legion of One', text: 'You can have two echoes at once, and you regain a use of Unleash Incarnation when you roll initiative with none.' }],
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},
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},
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{
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key: 'ELDRITCH_KNIGHT',
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name: 'Eldritch Knight',
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source: 'Player’s Handbook',
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edition: '2014',
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summary: 'A warrior who weaves wizard spells between sword strokes.',
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features: {
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3: [
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{ name: 'Spellcasting', text: 'Eldritch Knight. You cast wizard spells (mostly abjuration and evocation) with Intelligence, as a third caster: the DM grants spells within the unlock schedule.' },
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{ name: 'Weapon Bond', text: 'Bond with up to two weapons: they can’t be disarmed from you, and you can summon one to your hand as a bonus action.' },
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],
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7: [{ name: 'War Magic', text: 'When you cast a cantrip with your action, make one weapon attack as a bonus action.' }],
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10: [{ name: 'Eldritch Strike', text: 'A creature you hit with a weapon has disadvantage on its next save against a spell you cast before the end of your next turn.' }],
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15: [{ name: 'Arcane Charge', text: 'When you use Action Surge, teleport up to 30 ft.' }],
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18: [{ name: 'Improved War Magic', text: 'When you cast a spell with your action, make one weapon attack as a bonus action.' }],
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},
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},
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{
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key: 'PSI_WARRIOR',
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name: 'Psi Warrior',
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source: 'Tasha’s Cauldron of Everything',
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edition: '2014',
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summary: 'Telekinetic force behind every blow and shield.',
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features: {
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3: [{ name: 'Psionic Power', text: 'Psi Warrior. Psionic dice (twice your proficiency bonus, d6, growing to d12), back on a long rest. Protective Field: reaction, reduce damage to someone within 30 ft by a die + Intelligence modifier. Psionic Strike: +a die + Intelligence modifier force on a hit. Telekinetic Movement: move an object or ally 30 ft.' }],
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7: [{ name: 'Telekinetic Adept', text: 'Psi-Powered Leap: bonus action, fly twice your speed this turn. Telekinetic Thrust: when you use Psionic Strike, the target makes a Strength save or is pushed 10 ft or knocked prone.' }],
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10: [{ name: 'Guarded Mind', text: 'Psychic damage against you is halved; spend a psionic die to end being charmed or frightened.' }],
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15: [{ name: 'Bulwark of Force', text: 'Once per long rest, bonus action: up to your Intelligence modifier creatures gain half cover for a minute.' }],
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18: [{ name: 'Telekinetic Master', text: 'Once per long rest, cast Telekinesis without a slot; while concentrating on it, make one weapon attack as a bonus action each turn.' }],
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},
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},
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{
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key: 'PURPLE_DRAGON_KNIGHT',
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name: 'Purple Dragon Knight (Banneret)',
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source: 'Sword Coast Adventurer’s Guide',
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edition: '2014',
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summary: 'A battlefield leader whose second winds heal the whole squad.',
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features: {
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3: [{ name: 'Rallying Cry', text: 'Purple Dragon Knight. When you use Second Wind, up to three allies within 60 ft regain HP equal to your level.' }],
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7: [{ name: 'Royal Envoy', text: 'Treat Persuasion as proficient, and double your proficiency bonus on it (add by hand).' }],
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10: [{ name: 'Inspiring Surge', text: 'When you use Action Surge, one ally within 60 ft can make a weapon attack with its reaction.' }],
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15: [{ name: 'Bulwark', text: 'When you use Indomitable on an Intelligence, Wisdom or Charisma save, an ally within 60 ft who failed the same save can reroll too.' }],
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18: [{ name: 'Inspiring Surge', text: 'When you use Action Surge, two allies within 60 ft can each make a weapon attack with their reaction.', upgrade: true }],
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},
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},
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{
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key: 'RUNE_KNIGHT',
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name: 'Rune Knight',
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source: 'Tasha’s Cauldron of Everything',
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edition: '2014',
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summary: 'Giant runes carved into your gear, and the strength to grow giant-sized.',
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features: {
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3: [
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{ name: 'Rune Carver', text: 'Rune Knight. Learn two runes (Cloud, Fire, Frost, Stone, Hill, Storm; more later) and inscribe them on your gear. Each has a passive gift and a once-per-short-rest power.' },
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{ name: 'Giant’s Might', text: 'A few times per long rest (proficiency bonus), bonus action for a minute: grow Large, advantage on Strength checks and saves, and +1d6 damage once per turn.' },
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],
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7: [{ name: 'Runic Shield', text: 'A few times per long rest (proficiency bonus), reaction: force an attacker to reroll its attack against an ally within 60 ft.' }],
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10: [{ name: 'Great Stature', text: 'You grow taller, and Giant’s Might deals 1d8 extra damage.' }],
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15: [{ name: 'Master of Runes', text: 'Each rune’s power can be used twice per short rest.' }],
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18: [{ name: 'Runic Juggernaut', text: 'Giant’s Might deals 1d10, lets you grow Huge, and adds 5 ft of reach.' }],
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},
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},
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];
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module.exports = FIGHTER;
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