Fighter
Base Class: Fighter

Some fight for money, others for love, yet others out of necessity. Dramatic heroes fight for glory, fame and their audience's admiration. These are the most popular and famous heroes in the known world, capable not only of truly valiant deeds of bravery but also of their retelling, be it around a campfire or on a stage of a grand theatre. Those who follow this archetype learn to play different roles, both as sociable thespians and as dauntless combatants on the battlefield, being able to improvise and adapt to any situation, growing their legend in the process.

Spectacle Incarnate

Starting at 3rd level when you choose this martial archetype, you gain proficiency with the Performance skill and the Disguise kit. 

Dramatic Personas

Also at 3rd level, you gain the ability to use your bonus action to enter one of the following personas:

  • Comedic: You add your proficiency bonus to the damage of your attacks. Also, standing up from prone costs only 5 feet of movement, you gain advantage against charmed and frightened conditions. 
  • Tragic: When an attack would hit another creature within 5 feet of you, or a creature within 5 feet of you would make an attack against someone else than you, you can use your reaction to force the attacker to make a Charisma saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failure, the attack hits you instead using the same roll, regardless of the attack's reach and that creature cannot attack anybody else than you until your next turn.
  • Chorus: You grant 3/4 cover to any number of creatures of your choice within 5 feet of you. You cannot be forcefully moved or made prone. Movement through your melee reach costs 2 feet for every 1 foot moved. If a creature moves inside your melee range you can make an attack of opportunity against that creature. Moreover, you can make a number of attacks of opportunity per round equal to the number of attacks you can preform on your attack action. The additional attacks of opportunity, after the first one do not cost a reaction. You can make only one attack of opportunity per 5 feet the enemy has moved through, or out of your melee reach. 

The chosen persona lasts for until you die, become incapacitated or use a bonus action to enter another stance or use a bonus action to end it. 

Tragedy Reclaimed

Starting at 7th level, whenever you suffer a critical hit, you regain a spent use of your Action Surge feature.

Also, if you miss on one or more attacks on your turn, you can make one additional attack as your bonus action. 

Thespian Save

Also at 7th level, after you make a Charisma or Intelligence check other than Charisma (Performance) check, but before the results are determined, you can choose to make a Charisma (Performance) check instead. You then make a Charisma (Performance) check and have to use the the new result. 

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Worn and Beaten

At 10th level, when you use your Second Wind feature, you may expend and roll any number of hit dice up to your proficiency bonus and regain that many additional hit points. 

Also, whenever you would suffer from the blinded, deafened, incapacitated, paralysed, poisoned or stunned conditions, or gain a level of exhaustion, you regain a spent use of the Second Wind feature.

Moreover, you gain proficiency with Charisma saving throws.

Improved Dramatic Personas

At 15th level, your Dramatic Personas become more powerful:

  • Comedic: You become immune to charmed and frightened conditions. You ignore resistances to bludgeoning, slashing and piercing damage dealt by you and your attacks count as magical for the purpose of overcoming resistances. 
  • Tragic: The distance at which this persona can activate increases from 5 feet to 15 feet. The target has disadvantage on the Charisma saving throws against this feature, unless the target is immune to the charmed condition.
  • Chorus: You grant full cover to creatures of your choice withing 5 feet of you. Enemies moving through your melee reach now need to spend 3 feet of movement for every 1 foot moved. 

Living Legend

At 18th level, when you use your Indomitable feature, you automatically succeed on the saving throw instead of rerolling it. When you do you also gain temporary hit points equal to your level in this class. Moreover, when you would become stable while having 0 hit points, you regain 1 hit point. 

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