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Action Surge

  • casting time NOW!
  • range NOW!

  • components Energy you don't have
  • duration NOW!

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 cannot use it again until you finish a Short or Long Rest.

Fighter Extra Action

Psionic Strike

  • casting time As part of the Attack Action, immediately after you hit a target with an attack within 30 Ft and deal damage to it with a weapon
  • range 30 ft

  • components 1 Psionic Energy Die
  • duration Instant

You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of yourself with an attack and deal damage to it with a weapon, you can expend one Psionic Energy Die, rolling it and dealing Force damage to the target equal to the number rolled plus your Wisdom modifier.

Fighter Psionic Energy Use

Telekinetic Movement

  • casting time 1 Action
  • range 30 Ft

  • components Once for free, 1 Psionic Energy Die after that
  • duration Instant

You can move an object or a creature with your mind. As a Magic action, choose one target you can see within 30 feet of yourself, the target must be a loose object that is Large or smaller or one willing creature other than you. You transport the target up to 30 feet to an unoccupied space you can see. Alternatively, if the target is a Tiny object, you can transport it to or from your hand.

Once you take this action, you can't do so again until you finish a Short or Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.

Fighter Psionic Energy Use

Psionic Power

  • casting time Varies
  • range Varies

  • components Psionic Energy Die
  • duration Varies

You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel powers you have from this subclass.
Your Psionic Energy Dice die is a D________
and
you have _______ uses of it.

Some of your powers expend the Psionic Energy Die, as specified in a power's description, and you can't use a power if it requires you to use a die when all your Psionic Energy Dice are expended.

You regain one of your expended Psionic Energy Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.

Fighter Feature Psionic Powers

Second Wind

  • casting time Bonus Action
  • range Self

  • components Stamina to keep going
  • duration Instantaneous

You have a limited well of physical and mental 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 all expended uses when you finish a Short or Long Rest.

Tactical Mind
You have a mind for tactics 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 isnРІР‚в„ўt expended.

Fighter Feature Self Healing

Misty Step

  • casting time Bonus Action
  • range self

  • components V
  • duration Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.

You know Misty Step and always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.

Elf Spell/ Feature Level 2 Conjuration

Lady Moonbow's Veil

  • casting time Bonus Action
  • range Self

  • components a prayer...
  • duration Until the end of your next turn

You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Attacks made while Invisible are made at advantage unless the target has another way to detect you.

Ranger Feature Fey Illusion Magic

Hunter Mark

  • casting time Bonus Action
  • range 90 feet

  • components V
  • duration Concentration, up to 1 hour

You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.
If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3–4 (up to 8 hours) or 5+ (up to 24 hours).
You always have the Hunter Mark spell prepared. You can cast it 4 times without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest. When cast in this way, it does not require concentration but lasts 1 minute.

Ranger Spell/ Feature Level 1 Divination

Bonus Action Spells

  • casting time Bonus Action
  • range Varies

  • components Varies
  • duration Varies

(Spells you are able to cast as a Bonus Action if you have it prepared) Level 1
Ensnaring Strike
Hail of Thorns
Hunter's Mark
Zephyr Strike

Level 2
Barkskin
Healing Spirit
Magic Weapon
Misty Step
Searing Smite

Level 3
Ashardalon's Stride/ Flame Stride
Lightning Arrow

Ranger/ Elf Spells

Fighter 2 Fighter 2
Fighter 3 Fighter 3
Fighter 3 Fighter 3
Fighter 3 Fighter 3
Fighter 1 Fighter 1
Elf 5 Elf 5
Ranger 10 Ranger 10
Ranger 1 Ranger 1
Bonus Action Spells Bonus Action Spells