Fighter
Base Class: Fighter

The Daredevil fighter thrives on style, versatility and unpredictably. Their use of different weapon types makes them dangerous to any foe and they gain more confidence the more stylish their fighting is.

Inferno Trigger

Once per short rest you can expend 6 Style points as an action to trigger your Inferno action. Inferno action: Can attack 6 times, ignore the loading and ammunition properties if the weapon has it. Any Critical hit deals an additional 10 damage of the weapons damage type. These attacks don't provide any Style points

Daredevil Impulse

Every time you make an attack of a type different from the previous attack in the current combat, you gain one Style point. You have a maximum amount of style points equal to your proficiency bonus. When you roll Initiative your Style points reset to 0.

Attack types are classified as: Melee weapon attack, Ranged weapon attack and thrown attacks.

Style Points can be used to power your Flairs.

 

Hotswap

Whenever you make an attack roll with a weapon, you can sheathe it and draw another in the same action. You can only do this once per action.

Fight or Flight

From 7th level you have a choice between staying in action and fighting defensively or moving around or to continue as is. As a bonus action you can choose to either fight or flee from combat.

Double Trouble

You can choose an additional Fighting Style. Additionally, using the Disengage, Dodge or Dash actions also builds your Style chain. For example: If you use a dodge action and make an attack on your next turn or vice versa you also gain a Style Point

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

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.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

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.

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Wild Rush

When an enemy within 30 feet of you gets incapacitated or restrained you can use 2 Style Points as an reaction to dash straight toward the enemy. You move 10 feet for every point spent (minimum 2 points) and can spend additional Style for added Rush movement. You can sheath your current weapon and draw another as part of the dash and make a single attack against that target.

Previous Versions

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