Fighter
Base Class: Fighter

You have been trained to fight on the open battlefield.  You not only have the training of a soldier, but you also can keep your mind focused during extreme chaos.  You know how to advance your group as a squad, but also know when to allow the enemy to make the first move.  Your experience makes you an extremely valuable member of the front like and on the field, you are second only to the commander himself.

Basic Grunt Training

1st level Infantry/Grunt feature

  The fighter has completed basic infantry training.  They will gain proficiency in survival and land-based vehicles if they were not already proficient before.  During battle if an enemy attempts to flank them from behind, they may use their reaction to reposition thus, negating any bonuses they would have received from flanking you.  Lastly, the fighter can use their bonus action to square-off against a single enemy within 5' feet.  When they do this, they move into a dominant position within their arc of attack, giving them disadvantage against any other targets within 10' feet of them, except the fighter.  If neither of them attack any other enemies and remain within 5' feet of each other, the grunt will gain advantage on their first attack against the enemy every turn.  The grunt does not need to use their bonus action every round to maintain this stance, they just need to use another bonus action to reestablish this position if the stance is lost.  This stance will only give the grunt advantage of the first attack each round regardless of how many actions the grunt receives.

War Cry

7th level Infantry/Grunt feature

  The grunt has gained the ability (as a bonus action) to unleash a rallying battle cry to inspire himself and their allies in battle.  When the grunt unleashes this battle cry, they and two of their allies that can see and hear the grunt, will gain temporary hit points and advantages on saving throws.  The grunt (and their allies) will gain temporary hit points equal to 2d6 + Charisma modifier.  From the moment the grunt unleashes their war cry until the end of their following turn, they (and affected allies) will gain advantage on all saving throws.  The grunt can unleash their war cry up to three times between short rests.

  Also, at this level the grunt's initiative rolls will improve by half a proficiency (rounded down).

Combat Expertise

10th level Infantry/Grunt feature

  The grunt has become experienced with both combat tactics and the use of fighting techniques.  At this level the grunt will develop a second fighting style and their War Cry ability will intensify.  From now on when the grunt uses their War Cry ability, any enemy magic users within 30' feet of the fighter that are currently concentrating on spells, will have to make a Constitution saving throw (DC8 + Fighter Constitution modifier + Fighter's Proficiency score) or lose concentration.

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.

Battle Furry

15th level Infantry/Grunt feature

  The grunt's war cry has perfected.  As an infantry they realize the importance of getting to the front of the battle line as soon as possible.  Their ground movement will improve by 10.  Also, from now on when they use their War Cry ability, for the time-period they have advantage on saving throws (until the end of the following turn,) they will also be temporarily resistant to all damage.  This resistance to damage is granted to only the grunt and not the allies from the rest of the War Cry benefits.

Always Ready For Battle

18th level Infantry/Grunt feature

  If the grunt rolls initiative and has no uses of War Cry remaining, they will regain one use.

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