Fighter
Base Class: Fighter

You have trained hard everyday of your life and honed your skills through your immense strength. Sharpening both your blades and your inherent ability with the sword. Few can match your level and none can surpass you in your focus.

Unarmored Resolve

At 3rd level, you have trained your body hard and having stone-like physique. While you are not wearing armor your AC equals 12 + your Strength modifier + your Constitution modifier.

Swordsman’s Mastery

At 3rd level you have learnt various swordsman abilities, these are fuelled by special dice called Mastery Dice.

  • Swordsman Abilities - You learn 3 abilities. These embolden your attacks or actions in a variety of ways. You can only use 1 per attack. You learn 2 more abilities at 7th, 10, 15th and 18th level.
  • Mastery Dice - You have 5 mastery dice, these are d8’s. The die is expended when used and you regain them all after a short or long rest. At 10 level these become d10's and at 18 d12's. You gain another die at 7th, 10th, 15th and 18th level.
  • Ability DC = 8 + your proficiency bonus + your Strength modifier.

Swordsman Abilities

The abilities are listed below.

Blinding Strike

Use a mastery die when making an attack, if it hits you strike the target above the eyes, cause them to bleed and blocking their vision. They are blinded until the start of your next turn. Add the number rolled on the mastery die to the damage.

Empowering Strike

When you hit with an attack, spend a mastery die and add the number rolled to the damage.

Flash Strike

Use a mastery die when a melee attack hits and you can move 15ft in a straight line pass the target without incurring opportunity attacks. Add the number rolled on the mastery die to the damage.

Force Strike

Use a mastery die when making an attack, you put all your strength into this strike causing a thin force of pressure to slice an opponent within 15ft. Add the number rolled on the mastery die to the damage.

Hold the Line

When a creature enters your range, you spend a mastery die to make an attack. If the attack hits, add the number rolled to the damage dealt.

Leg Strike

Use a mastery die when making an attack, if it hits you strike the targets legs, they must make a dexterity save, if they fail they are knocked prone. Add the number rolled on the mastery die to the damage.

Locking Blades

When an attack hits, you spend a mastery die and use your reaction, forcing your target to make a STR saving throw. On a fail they are locked in combat with you. There movement is reduced to 0ft until the start of your next turn. The number rolled on the die is add to the damage of the attack.

Mental Fortitude

When making an Int, Wis or Cha based check or saving throw, spend a mastery die to add the number rolled to the result.

Physical Fortitude

When making a Str, Dex or Con based check or saving throw, spend a mastery die to add the number rolled to the result.

Quick Step

You can spend a mastery die and add the result to your initiative roll.

Reinforcement

Spend a mastery die when attacked, you can use your reaction to resist the hit by using your weapon to block the attack. Your AC increases by half the number rolled until the next turn.

Retributive Strike

When an ally within 15ft is attacked, spend a mastery die and use your reaction to dive in front of your ally to take the hit. Roll the die and add half the result to your allies AC until the start of your next turn.

Returning Strike

When taking damage from an attack, spend a mastery die and use your reaction to reduce the damage by the number rolled and reflect the reduced damage back at the assailant.

Swordsman's Aura

When an attack hits you, you can spend a mastery die and reaction to frightened the target. The target must make a WIS saving throw and on a fail they become frightened of you. The number rolled on the die is added to the damage dealt by the attack.

Thrown Strike

When you make an attack, spend a mastery die and use your bonus action to make an attack with a weapon that has the thrown property. If the attack hits, roll the die and add the number rolled to the damage.

Wrist Strike

Use a mastery die when making an attack, if it hits you strike the targets wrist causing them to dropped what is in their hands. Add the number rolled on the mastery die to the damage.

Blade Mastery

At 7th level you have honed your skills further, gaining Blade Mastery. You have a number of points equal to your proficiency bonus. You regain all used points after a short or long rest. You can perform the following abilities.

  • Storm of Blades - You can spend 1 point after making an attack to make 2 additional strikes as a bonus action.
  • Defensive Blade - When you are hit by an attack, you can spend 1 point and use your reaction to deflect half the damage dealt. At 10th level you can spend an additional point to deflect all damage.
  • Distracting Blade - When an ally within 30ft is attacked, before the attack roll is made, you can spend 1 point and use your reaction to throw a weapon with the thrown property to distract the assailant and impose disadvantage on the attack.

 

 

Swordsman's Instincts

Your mental and physical reflexes have become as refined as your skills with the blade. At 7th level your movement increases by 10ft and you gain advantage on initiative rolls.

Focused Blade

At 10th level you can spend a Blade Mastery point and as a bonus action you apply advantage to all attacks for 1 turn.

 

Furious Endurance

Your thirst for combat can keep you fighting far past your limits. At 15th level when you receive damage that reduces you to 0hp, you can use your reaction to roll 5 hit dice and rise to your feet, healing you for the number rolled + your constitution modifier. You can use this once per long rest.

Pass Your Limits

At 18th level you gain an additional use of your Furious Endurance ability. Your movement speed also increases by 10ft.

Previous Versions

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