Base Class: Fighter
Front Line Fighter
Risk It All
At 3rd level, you live for danger. You can perform perilous feats at the cost of your much-needed stamina. When you perform a perilous fear, you roll a d4, taking necrotic damage equal to the number rolled. This damage ignores resistance and immunity. The perilous feats you can perform are detailed below:
- When you hit a creature with a weapon attack, you can cause the creature you hit to take additional damage of the weapon's type equal to twice the damage you took when performing this feat.
- When you make an Athletics, Acrobatics, or Intimidation check, you can gain a bonus to the roll equal to twice the damage you rook when performing this feat.
- As a bonus action, you can dash, disengage, or make one shove attempt at a creature within range.
You can choose to roll up to 2d4 when you perform a perilous feat at 7th level, up to 3d4 at 10th level, up to 4d4 at 15th level, and up to 5d4 at 18th level.
Keep Moving
Also at 3rd level, you keep pushing forward when victory is near. When you reduce a creature of CR 1/4 or higher to 0 hit points, you regain the use of your Second Wind feature. Additionally, your Second Wind feature restores additional hit points equal to your proficiency bonus.
Breakthrough
At 7th level, you are adept at overrunning disadvantageous terrain and enemy fortifications. You gain a climbing and swimming speed equal to your walking speed, and your speed is increased by 10 feet. Additionally, your weapon attacks always deal maximum damage to objects or structures.
Bold Presence
At 10th level, your courage rallies your allies and routs your enemies. You can perform more perilous feats:
- As a bonus action, you can attempt to unnerve a number of creatures who can see or hear you within 60 feet equal to the number of d4s you rolled when using this perilous feat. The creature must succeed on a Wisdom saving throw against a DC equal to 8 + your proficiency modifier + your Strength or Dexterity modifier (your choice). On a failed save, the creature is frightened of you until the start of your next turn.
- As a reaction, when a creature that can see or hear you within 30 feat (including yourself) is forced to make a saving throw, you can grant them a bonus to the roll equal to the damage you took when performing this perilous feat. This bonus must be granted before the save is rolled.
Still Standing
At 15th level, as a reaction when you take damage, you can expend your hit die to shrug off injury through sheer force of will. You can spend a number of hit die of your choice, reducing the damage taken by an amount equal to the number rolled plus your Constitution modifier for each die. Once you have used this feature, you cannot use it again until you finish a short or long rest.
Death Defiant
At 18th level, when death stares you in the face, you make it blink first. While your hit points total is equal to half your hit point maximum or less, you gain the following benefits.
- Your speed is increased by 10 feet.
- When you hit a creature with a weapon attack, you can deal an additional 1d8 of the weapon's type.
- You are immune to being charmed or frightened.
- Once per turn, when a creature reduces you to 0 hit points, you can make a weapon attack against them. If the attack hits, you can drop to 1 hit point instead.
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