Fighter
Base Class: Fighter

You dominate your enemies in close quarter combat by grappling, forced movement, and create opportunities for allies to capitalize on the enemies preoccupations.   

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in the intimidate skill or another skill of your choice. Alternatively, you learn one language of your choice.

Born to Grapple (Rune Carver)

Sturdiness. You are a force to be reckoned with on the battlefield. You have advantage on Charisma (Intimidation) checks. In addition, you can use a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you use the feature can't do so again until you finish a short or long rest (Frost Rune)

Blind Fighting. You gain the blind fighting martial fighting style (Stone Rune)

Fast hands. In addition, when a creature you can see ends its turn within 5 feet of you, you can use your reaction to make a special melee attack to grapple the creature. Once you use this feature , you can't do so again until you finish a short or long rest (Stone Rune).

Mighty (Giant Might)

Starting at 3rd level, as a bonus action, you gain the following benefits, which last for 1 minute: 

  • If you are smaller than Large, you are considered a Large creature when you grapple or shove a target.
  • You have advantage on Strength checks and Strength saving throws.
  • Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Resilient Protector (Runic Shield)

Starting at 7th level, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.  As a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you use this feature, you can't do so again until you finish a short or long rest (Hill Rune).

Protector. When another creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.

Mightier (Great Stature)

Starting at 10th level, your extra damage from unarmed strikes and improvised attacks increases to 1d8 from 1d6. 

Upper hand. When you or another creature you can see within 5 feet of you makes an ability check to resisting grappling or shoving, you can use your reaction to cause the roll to have  disadvantage. Once you use this feature , you can't do so again until you finish a short or long rest. (Stone Rune) 

Double Trouble (Master of Runes)

  At 15th level, you can use your grapple master features twice, rather than once, and you regain all expended uses when you finish a short or long rest.

Epic Smash (Runic Juggernaut)

Starting at 18th level, your extra damage from unarmed strikes and improvised attacks increases to 1d10 from 1d8. 

One more step. If you use attempt to grapple a creature, as part of an attack, bonus action or reaction,  your reach is 10 feet. immediately move 5 feet closer to the target before  attempting to grapple the target even if you have no movement left.  This movement does not count against your speed if you haven't moved yet this turn. Subclass features that allow you to grapple a creature within 5 feet of you, increase to 10 feet. 

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