Base Class: Fighter
Some warriors learn their stills in the military, others might have private fencing instructors, but some of the most impressive warriors in the land are born in the ring. Contenders are prize-fighters who mix up their combat style on the fly in order to out-wit and humiliate their opponents. Some of them fight for the roar of the crowd, others for the thrill of victory, but they all share a love for the rush of combat.
Thrill of the Fight
When you choose this archetype at 3rd level, you get a rush of adrenaline at the onset of battle. You automatically gain temporary hit points equal your fighter level at the start of combat.
Combat Stances
Starting at 3rd level, you've trained in three primary combat stances to help you get the edge in combat: Blitz, Bunker, and Barb. These stances each come with their own costs and benefits. On your first turn in combat, you can enter a stance of your choice as a free action at the start of the turn. You can switch combat stances, or exist your stance altogether as a bonus action on subsequent turns.
Blitz: Contenders use this stance when they're going in for the kill. While in the Blitz stance, you gain the following benefits and detriments:
- You add your proficiency bonus to damage rolls for melee attacks.
- Your attacks are critical hits on a roll of 19 or 20.
- You have -2 AC.
Bunker: Contenders use this stance when they're waiting for the opponent to tire themselves out. While in the Bunker stance, you gain the following benefits and detriments:
- You gain +2 AC.
- You have resistance to slashing, bludgeoning, and piercing attacks.
- You have disadvantage on attack rolls.
Barb: Contenders use this stance when they're trying to taunt their enemies. While in the Barb stance, gain the following benefits and detriments:
- You have advantage in Strength contests to Grapple or Shove enemies.
- Opportunity attacks against you have disadvantage.
- You cannot take reactions.
Vainglory
Starting at 7th level, your overwhelming confidence makes you immune to the frightened condition.
Additionally, you gain a bonus to intimidation rolls equal to your Strength modifier.
Signature Move
Starting at 10th level, you've learned a unique move that you like to show off every so often. Just when it looks like you've lost control of the fight, you hit back hard. If you roll a 1 on a melee attack roll, you can use your Signature Move to treat the roll as a critical hit. Once you use this feature, you must complete a short or long rest to use it again.
Momentum
Starting at 15th level, you can pick up speed by changing stances. Whenever you use a bonus action to change your stance, you can gain the benefits of the Dash or Disengage action.
Bloodlust
Starting at 18th level, once you start slashing it's very hard to stop. When you score a critical hit on a melee attack against a creature that is not incapacitated, you can target them with another melee attack using that weapon.
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