Fighter
Base Class: Fighter

“I’m a warrior, an assassin. I don’t dance.”
-Gamora, Guardians of the Galaxy
Though the galaxy is full of laser-blasting gunslingers and
soldiers armed with plasma grenades, some still prefer the old
ways. Wielding ancient weapons of primitive war and ceremony,
they hone themselves to physical perfection. Useful to those who
rule through intimidation, the Muscle wards off potential threats
by their very presence. Likewise, followers of meditative and
peace-seeking paths often find themselves becoming the most
adept Muscle among the stars. Whatever their motivations, they
are singularly impressive combatants, employing their martial
prowess with precision and deadly force.
Unlike most characters, the Muscle does not usually study gambits.
They are much more straightforward. One fighting style,
honed to perfection, is all that’s needed. Anything more is just
showing off.
Muscle is based on the fighter class in the Player’s Handbook.

Intimidating Presence

At 3rd level, upon selecting this Archetype, you may add the base
damage dice of your main hand weapon to any Intimidation rolls
you make. For instance, you would add 1d12 to your Intimidation
roll if you wield a heavy axe. Additionally, you may make an Intimidation skill roll as a bonus
action during combat, allowing you to scare off foes while still
fighting them.

Ward Off

Starting at 7th level, hostile creatures within 5 feet may not pull
gambits while you are holding a melee weapon. Vehicles: hostile
vehicle pilots and gunners within 1 space may not pull gambits
while you are at a gunnery battle station, so long as the vehicle is
not larger than yours.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

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 that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. 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.

Improved Warding

Beginning at 15th level, the range of your Ward Off ability is
equal to your Strength modifier times 5ft, with a minimum of 5ft.
Vehicles: Your Ward Off ability has a range equal to your Dexterity
modifier in spaces, with a minimum of 1 space.

Strike Fear

At 18th level, whenever you attack a foe whom you’ve successfully
used the Intimidation skill against in the last 10 minutes,
you critical on a natural die roll of 17-20.

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