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Rally

  • casting time Bonus Action
  • range N/A

  • components N/A
  • duration Instantaneous

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 hitpoints equal to the superiority die roll + your charisma modifier.

Fighter Manouver

Distracting Strike

  • casting time 1 Action
  • range Melee

  • components Weapon
  • duration Instantaneous

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.

Fighter Manouver

Disarming Strike

  • casting time 1 Action
  • range Melee

  • components Weapon
  • duration Instantaneous

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 strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Fighter Manouver

Hellish Rebuke

  • casting time1 reaction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Warlock 1st level Evocation

Sneak Attack

  • casting time Instant
  • range N/A

  • components None
  • duration 1 Attack

(None) Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class

Rogue Feature

Action Surge

  • casting time Instant
  • range Self

  • components None
  • duration 1 Round

(None) Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On yout turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again.

Fighter Action Surge

Second Wind

  • casting time Bonus Action
  • range Self

  • components None
  • duration Instant

(None) You have a limited well of stamina 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

Fighter Second Wind

Cunning Action

  • casting time Instant
  • range Self

  • components None
  • duration Bonus Action

(None) Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used to take the Dash, Disengage or Hide action.

Rogue Feature

SD SD
SD SD
SD SD
1 1
F F
F F
F F
F F