You gain Heroic Inspiration whenever you finish a Long Rest.
You can expend Heroic Inspiration to reroll any die immediately after rolling it, and you must use the new roll. If you gain Heroic Inspiration but already have it, it’s lost unless you give it to a player character who lacks it.
Your Strength score cannot be decreased by any means, natural or magical. Additionally, spells that specifically aim to impose a penalty to your Strength, such as Hex or Ray of Enfeeblement, have no effect.
Whenever you fall asleep, make a DC 15 Intelligence saving throw. On a successful save, you immediately wake up in your astral form standing next to your sleeping physical body. Your astral body has a flying speed equal to 3 times your Intelligence score and can travel through walls and objects. Creatures on overlapping planes cannot sense your presence or affect you in any way. You can see into overlapping planes, but similarly cannot affect them.
Your astral form resembles your body in almost every way, the principal difference is the addition of a silvery cord that trails from between the shoulderblades. The cord fades from view after 1 foot. If the cord is cut - which happens only when an effect states that it does so - your body and astral form both die.
Any damage or other effects that apply to your astral form have no effect on your body and vice versa, but if your physical body drops to 0 Hit Points whithout your astral body, you instantly die. Additionally, if your astral body is reduced to 0 Hit Points, it is destroyed and your physical body will never wake up.
You can take a Magic action to return to your physical body as long as you are touching it.
When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.
You have a limited well of stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level. You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
Tactical Mind: You have a mind for tactics and getting the upper hand on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Tactical Shift: Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.
You gain the following benefits:
Guardian: Immediately after a creature within 5 feet of you takes the Disengage action or hits a target other than you with an attack, you can make an Opportunity Attack against that creature.
Halt: When you hit a creature with an Opportunity Attack, the creature’s Speed becomes 0 for the rest of the current turn.
You gain the following benefits:
Climb Speed: You gain a Climb Speed equal to your Speed.
Hop Up: When you have the Prone condition, you can right yourself with only 5 feet of movement.
Jumping: You can make a running Long or High Jump after moving only 5 feet.
You've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.
(requires attunement)
You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon, and hits with this weapon deal an additional 1d4 Radiant damage. While attuned to this weapon, you can use a free action to conjure it in your hand or to dismiss it to a pocket dimension. The weapon can only be conjured from its pocket dimension, likewise it can only be dismissed to its pocket dimension while you are holding it.
This weapon will gain more abilities as you level up.
(requires attunement)
As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.
Alarm: The longsword magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.
Supernatural Readiness: Each subject has Advantage on its Initiative rolls.
Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
(requires attunement)
This appears to be some kind of janky electronic watch, but when turned on it's face only shows a terminal-style log with timestamps.
As a magic action, you can activate the watch to start recording. For the next hour, the watch will record any magical effect it detects within 30 feet of you. The watch logs the school of magic an effect was, as well as the exact time it was registered. The watch does not tell you where or what the effect was.
Once the watch has finished recording, it cannot be used again until you review the data on a short or long rest. At the end of the rest, all information is then cleared from the watch and it can be used again.
You have unlocked the mastery property for greataxes (cleave), longswords (sap), thing3 (), and thing4 ().
Your experience on the battlefield has refined your fighting techniques. You learn maneuvers that are fueled by special dice called Superiority Dice.
Maneuvers: You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.
You learn two additional maneuvers of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice: You have four Superiority Dice, which are d8s. A Superiority Die is expended when you use it. You regain all expended Superiority Dice when you finish a Short or Long Rest.
You gain an additional Superiority Die when you reach Fighter levels 7 (five dice total) and 15 (six dice total).
As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one Superiority Die and add the die to the roll, unless you have the Incapacitated condition.
When you're within 5 feet of a creature on your turn, you can expend one Superiority Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn't have the Incapacitated condition. This movement doesn't provoke Opportunity Attacks. Roll the Superiority Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
When you take the Attack action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding the Superiority Die to the attack's damage roll on a hit.
When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Superiority Die and add that die to the roll.
When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to disarm the target. Add the Superiority Die roll to the attack's damage roll. The target must succeed on a Strength saving throw, or it drops one object of your choice that it's holding, with the object landing in its space.
When you hit a creature with an attack roll, you can expend one Superiority Die to distract the target. Add the Superiority Die roll 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.
As a Bonus Action, you can expend one Superiority Die and take the Disengage action. You also roll the die and add the number rolled to your AC until the start of your next turn.
As a Bonus Action, you can expend one Superiority Die to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the Superiority Die to the attack's damage roll.
When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to goad the target into attacking you. Add the Superiority Die to the attack's damage roll. The target must succeed on a Wisdom saving throw or have Disadvantage on attack rolls against targets other than you until the end of your next turn.
As a Bonus Action, you can expend one Superiority Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Superiority Die to the attack's damage roll.
When you hit a creature with an attack roll, you can expend one Superiority Die to maneuver one of your comrades into another position. Add the Superiority Die roll to the attack's damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack.
When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to frighten the target. Add the Superiority Die to the attack's damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.
When another creature damages you with a melee attack roll, you can take a Reaction and expend one Superiority Die to reduce the damage by the number you roll on your Superiority Die plus your Strength or Dexterity modifier (your choice).
When you miss with an attack roll, you can expend one Superiority Die, roll that die, and add it to the attack roll, potentially causing it to hit.
When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to drive the target back. Add the Superiority Die to the attack's damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.
As a Bonus Action, you can expend one Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll plus half your Fighter level (round down).
When a creature misses you with a melee attack, you can take a Reaction and expend one Superiority Die to make a melee attack with a weapon or an Unarmed Strike against the creature. If you hit, add the Superiority Die to the attack's damage.
When you hit a creature with a melee attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to damage another creature. 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.
When you make an Intelligence (History or Investigation) check or a Wisdom (Insight) check, you can expend one Superiority Die and add that die to the ability check.
When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die and add the die to the attack's damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.