Welby Hawkshaw — Traits & Class Features

Fighter 12  ·  Eldritch Knight  ·  The Lightbringers  ·  CY 596

Level Progression

Current level highlighted. Links jump to the matching trait below. Red = Tom’s Rules  ·  Blue = Eldritch Knight  ·  Gold = Feat

Level Feats / Stats Class Features (PHB) Class Features (Tom’s Rules) Notes
1st Fighting Style (TWF)
Second Wind ×1
Add ability mod to off-hand damage;
Bonus action restores 1d10 + level hp, 1 / short rest.
2nd Action Surge ×1 Take one additional action (Not move), 1 / short rest.
3rd Martial Archetype
Spellcasting
Weapon Bond
Select Eldritch Knight archetype powers;
Cast selected contrips/abjuration/evocation spells and various smites.
Select two weapons that can't be disarmed, and can teleport to hand.
4th Dual Wielder Ability Score or Feat Dual Wielding grants +1 AC, 2x draw/stow actions, allows use non-light weapons in each hand.
5th Extra Attack ×1 Attack twice whenever you take the Attack action.
6th Resilience (Wis) Ability Score or Feat Hardened +1 Wis, Gain Wisdom save proficiency;
Ignore the first failed death save, 1 / long rest.
7th War Magic Parry Can cast cantrip and have one weapon attack as a bonus action.
Use reaction to reduce damage by d4 + proficiency + ability bonus (d6/d8/d10 @ 10th/13th/16th/19th).
8th Tough Ability Score or Feat Gain +2 hp/level (+24hp at 12th); Use reaction for resistance vs all except radient/necrotic/psychic, 1 / long rest.
9th Indomitable ×1 Stand Aside Reroll any failed save, using Str or Con ability bonus, 1 / long rest.
Use bonus action standing with willing ally and shift them one square if similar size.
10th Eldritch Strike Eldritch Strike (Tom’s) Weapon hit imposes disadvantage on target’s next save against your spells;
With an attack action d10 force damage per spell level expended. Wis save or target staggered.
11th Extra Attack ×2 Attack three times whenever you take an Attack action.
12th Mobile Ability Score or Feat
Second Wind ×2
Resolute
War Focus
+10 ft speed, dash not affected by difficult terrain, a melee strike negates opportunity attacks;
Bonus action restores 1d10 + level hp, 2 / short rest;
Can have single attack with dodge action;
Use magic weapon attack bonus as spell attack bonus.
13th Indomitable ×2 Reroll any failed save, using Str or Con ability bonus, 2 / long rest.
14th Ability Score or Feat Improved Fighting Style (TWF) To Be Determined;
May make 2 attacks with your off hand as a bonus action.
15th Arcane Charge Arcane Charge (Tom’s) Using Action Surge or Second wind, before or after action you may Teleport 30 ft to reposition.
16th Ability Score or Feat To Be Determined.
17th Action Surge ×2
Indomitable ×3
Take one additional action (Not move), 2 / short rest;
Reroll any failed save, using Str or Con ability bonus, 3 / long rest.
18th Improved War Magic Can cast spell and have one weapon attack as a bonus action.
19th Ability Score or Feat To Be Determined.
20th Extra Attack ×3 Attack four times whenever you take an Attack action.

Fighter Class Features — PHB & Tom’s Rules Combined

Source: d&d 5e Players Handbook and Tom’s Houserules


FIGHTING STYLE 1st level

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. Tom’s: +1 bonus to attack rolls and +1 to Weapon Damage rolls with ranged or thrown weapons.
  • Defense While you are wearing armor, you gain a +1 bonus to AC. Tom’s: You gain a +1 bonus to hit points per level.
  • 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. Tom’s: Also applies when wielding a versatile weapon in two hands.
  • Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon wielded with two hands, you can reroll the die and must use the new roll. Tom’s: You can reroll any of the dice, not just 1s and 2s.
  • Protection When a creature you can see attacks a target other than you within 5 feet of you, you can use your reaction to impose disadvantage on the attack. 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. Tom’s: You can add your whole ability modifier, and if you choose to defend as your bonus action you add +2 to your AC.

SECOND WIND 1st level

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.
At 12th level you may use this ability twice between short rests.


ACTION SURGE 2nd level

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. 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.


MARTIAL ARCHETYPE 3rd level — Eldritch Knight

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all 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.


SPELLCASTING 3rd level — Eldritch Knight

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

In addition to choosing from the wizard spells listed, the Eldritch Knight also may choose to memorise any of: Thunderous Smite, Searing Smite, Branding Smite, Staggering Smite.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization.

Spell save DC: 8 + Proficiency bonus + Intelligence modifier  (e.g. DC 13)
Spell attack modifier: Proficiency bonus + Intelligence modifier  (e.g. +5)
Fighter LevelCantrips KnownSpells Known 1st2nd3rd4th
3rd232
4th243
5th243
6th243
7th2542
8th2642
9th2642
10th3743
11th3843
12th3843
13th39432
14th310432
15th310432
16th311433
17th311433
18th311433
19th3124331
20th3134331

WEAPON BOND 3rd level — Eldritch Knight

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.


EXTRA ATTACK 5th / 11th / 20th level

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.

Disregard the phrase, “on your turn” at the end of the first sentence in each instance of this class feature. This change applies to Barbarian, Fighter, Monk, Paladin, Ranger, and the College of Valor.

HARDENED 6th level — Tom’s Rules

You ignore the first failed death save. If you suffer a critical hit or roll a 1 on a death save and you use this ability it will count as only one failed death save. Once you reach 14th level in fighter you ignore two failed death saves. Once you have used this ability you must take a long rest before you can use it again.


WAR MAGIC 7th level — Eldritch Knight

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

In addition to the PHB ability: once a round when you hit with an attack you may imbue your weapon with a minor effect of a cantrip of your choice that you know. You may use this ability a number of times equal to your intelligence modifier + 1 (minimum 1), renewing on a short rest. Once you are 11th level the damage dice are increased to be the same as the cantrip. Once you reach 15th level the number of uses per short rest doubles.
  • Firebolt: Opponent takes 1d6 fire damage.
  • Shocking Grasp: Opponent takes 1d4 lightning damage and any opportunity attack they make is made at disadvantage.
  • Ray of Frost: Opponent takes 1d4 cold damage and loses 10′ of movement.
  • Chill Touch: Opponent takes 1d4 necrotic damage and any hit points they regain until the beginning of your next turn are halved.
  • Acid Splash: Opponent takes 1d3 acid damage and a person of your choice adjacent to your opponent also takes this damage.

PARRY 7th level — Tom’s Rules

At 7th level you may use your reaction against one melee or missile attack to reduce the damage inflicted by the attack by 1d4 + proficiency bonus + strength or dexterity bonus as long as you have a weapon or shield equipped. At 10th level the dice increases to d6, at 13th level to d8, at 16th level to d10, and at 19th level this does not take your reaction but may only be used once per round as long as you do not have a condition that prevents you taking a reaction.


INDOMITABLE 9th / 13th / 17th level

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.

The rerolled saving throw may be made using your Str or Con saving throw bonus.

STAND ASIDE 9th level — Tom’s Rules

At 9th level, if you are able to move into a willing or unconscious ally’s square of your size or less you can use your bonus action to move them into an adjacent square. If you do this you may not be subject to another character’s Stand Aside action until after the end of your next turn.

At 15th level you are not affected by the limitation in the last sentence of this ability.


ELDRITCH STRIKE 10th level — Eldritch Knight

At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Starting at 10th level, once per short rest when you hit a creature with a melee weapon you may expend one Arcane spell to deal force damage to the target in addition to the weapon damage. The extra damage is 1d10 damage per spell level. In addition, a creature struck by this effect must make a Wisdom saving throw or be staggered (disadvantage on attack rolls and ability checks and can’t take reactions) until the beginning of your next turn.

RESOLUTE 12th level — Tom’s Rules

When you take the dodge action you may make a single weapon attack as part of that action. This attack counts as an attack enabling you to use your bonus action to attack.


WAR FOCUS 12th level — Tom’s Rules

When you have a magic weapon that is one of your eldritch weapons you may use it as a spell focus and add its attack bonus to hit with spell attacks.


IMPROVED FIGHTING STYLE 14th level — Tom’s Rules

At 14th level you may improve one fighting style that you have. If you are a Champion you may improve two fighting styles.

  • Archery: If at the start of your turn you are adjacent to a hostile creature your movement on your turn does not provoke opportunity attacks from that creature.
  • Defence: Your armour class increases by +1.
  • Dueling: Your +2 damage bonus increases to +5.
  • Great Weapon Fighting: If you roll a 1 or a 2, instead of re-rolling the die it is counted as if you rolled the maximum number on the rolled dice.
  • Protection: Providing protection to neighbouring allies is automatic and no longer requires your reaction.
  • Dual Wielder: While wielding a weapon in each hand you may make 2 attacks with your off hand as a bonus action.

ARCANE CHARGE 15th level — Eldritch Knight

When you use your Action Surge, you can teleport up to 30 feet to an unoccupied space you can see, before or after the additional action.

Arcane Charge may be used when you use your Second Wind as well as your Action Surge.

IMPROVED WAR MAGIC 18th level — Eldritch Knight

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.


Feats

Source: Player’s Handbook, pp. 165–170


DUAL WIELDER 4th Level
  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding are not light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

RESILIENCE — WISDOM 6th Level
  • Increase the chosen ability score by 1, to a maximum of 20.
  • You gain proficiency in saving throws using the chosen ability.

TOUGH 8th Level
  • Your hit point maximum increases by twice your current level.
  • When you are hit with an attack, you may use your reaction to gain resistance to all damage types except for radiant, necrotic, and psychic damage until the end of your next turn. Once used, this ability cannot be used again until you have finished a long rest.

MOBILE 12th Level
  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain or being in a creature’s threatened square doesn’t cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Halfling Racial Traits

Source: Player’s Handbook, pp. 26–28  ·  Subrace: Stout


ABILITY SCORE INCREASE

Your Dexterity score increases by 2. Your Constitution score increases by 1 (Stout subrace).


AGE

A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.


ALIGNMENT

Most halflings are lawful good — good-hearted and kind, with no tolerance for oppression. Very orderly and traditional, leaning heavily on the support of their community.


SIZE

Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.


SPEED

Your base walking speed is 25 feet.


LUCKY

When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.


BRAVE

You have advantage on saving throws against being frightened.


HALFLING NIMBLENESS

You can move through the space of any creature that is of a size larger than yours.


LANGUAGES

You can speak, read, and write Common and Halfling.


STOUT RESILIENCE Stout subrace

You have advantage on saving throws against poison, and you have resistance against poison damage.

Fighter Class Features — PHB

Source: Player’s Handbook, pp. 70–72


FIGHTING STYLE

You adopt a particular style of fighting as your specialty. 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 wielded with two hands, you can reroll the die and must use the new roll.
  • Protection When a creature you can see attacks a target other than you within 5 feet of you, you can use your reaction to impose disadvantage on the attack. 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 1st 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 2nd 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.


MARTIAL ARCHETYPE 3rd level

You choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.


ABILITY SCORE IMPROVEMENT 4th, 6th, 8th, 12th, 14th, 16th, 19th level

You can increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.


EXTRA ATTACK 5th level

You can attack twice when you take the Attack action. Increases to three attacks at 11th level and four attacks at 20th level.


INDOMITABLE 9th level

You can reroll a saving throw that you fail, using the new roll. Once per long rest. Twice per long rest at 13th level; three times per long rest at 17th level.


Eldritch Knight — PHB

Source: Player’s Handbook, pp. 74–75


SPELLCASTING 3rd level

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization.

Spell save DC: 8 + Proficiency bonus + Intelligence modifier  (e.g. DC 13)
Spell attack modifier: Proficiency bonus + Intelligence modifier  (e.g. +5)
Fighter LevelCantrips KnownSpells Known 1st2nd3rd4th
3rd232
4th243
5th243
6th243
7th2542
8th2642
9th2642
10th3743
11th3843
12th3843
13th39432
14th310432
15th310432
16th311433
17th311433
18th311433
19th3124331
20th3134331

WEAPON BOND 3rd level

You learn a ritual (1 hour) that creates a magical bond between yourself and one weapon. You can’t be disarmed of a bonded weapon unless incapacitated, and can summon it as a bonus action. You can have up to two bonded weapons.


WAR MAGIC 7th level

When you use your action to cast a cantrip, you can make one weapon attack as a bonus action.


ELDRITCH STRIKE 10th level

When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.


ARCANE CHARGE 15th level

When you use your Action Surge, you can teleport up to 30 feet to an unoccupied space you can see, before or after the additional action.


IMPROVED WAR MAGIC 18th level

When you use your action to cast a spell, you can make one weapon attack as a bonus action.


Fighter Class Features — Tom’s Rules

House rules that modify or supplement the PHB entries above.


FIGHTING STYLE (Tom’s Rules) 1st level  ·  Tom’s Rules

The following styles replace those of the same name found in the Fighter, Paladin, and Ranger classes.

  • Archery You gain a +1 bonus to attack rolls and a +1 to Weapon Damage rolls you make with ranged or thrown weapons.
  • Defence You gain a +1 bonus to hit points per level.
  • Dueling When you are wielding a melee weapon in one hand and no other weapons, or wielding a versatile weapon in two hands, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting When you roll weapon damage dice for an attack with a melee weapon wielded with two hands, you can reroll any of the dice and must use the new roll.
  • Two Weapon Fighting When you engage in two weapon fighting, you can add your whole ability modifier to the damage of the second attack and if you choose to defend as your bonus action you add +2 to your AC.

SECOND WIND 1st / 12th level  ·  Tom’s Rules

At 12th level you may use this ability twice between short rests.


EXTRA ATTACK 5th / 11th / 20th level  ·  Tom’s Rules

Disregard the phrase “on your turn” at the end of the first sentence in each instance of this class feature. This change applies to Barbarian, Fighter, Monk, Paladin, Ranger, and the College of Valor.


HARDENED 6th level  ·  Tom’s Rules

You ignore the first failed death save. If you suffer a critical hit or roll a 1 on a death save and you use this ability it will count as only one failed death save. Once you reach 14th level in fighter you ignore two failed death saves. Once you have used this ability you must take a long rest before you can use it again.


PARRY 7th level  ·  Tom’s Rules

At 7th level you may use your reaction against one melee or missile attack to reduce the damage inflicted by the attack by 1d4 + proficiency bonus + Str or Dex bonus as long as you have a weapon or shield equipped. At 10th level the die increases to d6, at 13th to d8, at 16th to d10, and at 19th level this does not take your reaction but may only be used once per round.


INDOMITABLE (Tom’s Rules)

The rerolled saving throw may be made using your Str or Con saving throw bonus.


STAND ASIDE 9th level  ·  Tom’s Rules

At 9th level, if you are able to move into a willing or unconscious ally’s square of your size or less you can use your bonus action to move them into an adjacent square. If you do this you may not be subject to another character’s Stand Aside action until after the end of your next turn. At 15th level you are not affected by this limitation.


RESOLUTE 12th level  ·  Tom’s Rules

When you take the dodge action you may make a single weapon attack as part of that action. This attack counts as an attack enabling you to use your bonus action to attack.


IMPROVED FIGHTING STYLE 14th level  ·  Tom’s Rules

At 14th level you may improve one fighting style that you have. If you are a Champion you may improve two fighting styles.

  • Archery: If at the start of your turn you are adjacent to a hostile creature your movement on your turn does not provoke opportunity attacks from that creature.
  • Defence: Your armour class increases by +1.
  • Dueling: Your +2 damage bonus increases to +5.
  • Great Weapon Fighting: If you roll a 1 or a 2, instead of re-rolling the die it is counted as if you rolled the maximum number on the rolled dice.
  • Protection: Providing protection to neighbouring allies is automatic and no longer requires your reaction.
  • Dual Wielder: While wielding a weapon in each hand you may make 2 attacks with your off hand as a bonus action.

Eldritch Knight — Tom’s Rules

House rules that modify or supplement the PHB Eldritch Knight entries above.


SPELLCASTING (Tom’s Rules)

In addition to choosing from the wizard spells listed, the Eldritch Knight also may choose to memorise any of:

  • Thunderous Smite
  • Searing Smite
  • Branding Smite
  • Staggering Smite

WAR MAGIC (Tom’s Rules) 7th level

In addition to the PHB ability: once a round when you hit with an attack you may imbue your weapon with a minor effect of a cantrip of your choice that you know. You may use this ability a number of times equal to your intelligence modifier + 1 (minimum 1), renewing on a short rest. Once you are 11th level the damage dice are increased to be the same as the cantrip. Once you reach 15th level the number of uses per short rest doubles.

  • Firebolt: Opponent takes 1d6 fire damage.
  • Shocking Grasp: Opponent takes 1d4 lightning damage and any opportunity attack they make is made at disadvantage.
  • Ray of Frost: Opponent takes 1d4 cold damage and loses 10′ of movement.
  • Chill Touch: Opponent takes 1d4 necrotic damage and any hit points they regain until the beginning of your next turn are halved.
  • Acid Splash: Opponent takes 1d3 acid damage and a person of your choice adjacent to your opponent also takes this damage.

ELDRITCH STRIKE (Tom’s Rules) 10th level

Starting at 10th level, once per short rest when you hit a creature with a melee weapon you may expend one Arcane spell to deal force damage to the target in addition to the weapon damage. The extra damage is 1d10 damage per spell level. In addition, a creature struck by this effect must make a Wisdom saving throw or be staggered (disadvantage on attack rolls and ability checks and can’t take reactions) until the beginning of your next turn.


ARCANE CHARGE (Tom’s Rules)

Arcane Charge may be used when you use your Second Wind as well as your Action Surge.


WAR FOCUS 12th level

When you have a magic weapon that is one of your eldritch weapons you may use it as a spell focus and add its attack bonus to hit with spell attacks.