Fighter
Base Class: Fighter

If you continue down this path, you will eventually be able to parry almost anything, the ultimate defense. You can even reflect many of these attacks back to their source, the ultimate offense.

Hesitation is Defeat

When you choose this archetype at level 3, you gain 3 Supreme Defense charges. You gain 1 more charge at level 7 and one more at level 15.

As an action you can expend one Supreme Defense charge and gain all of the following until the start of your next turn:

  • Your speed is reduced to 0
  • You cannot cast spell
  • You add half your proficiency bonus rounded up plus your wisdom modifier to your AC
  • You gain 1 additional reaction. This increases to 2 reactions at level 10, and 4 reactions at level 18.
  • You deal an extra 1d8 damage to any attacks made as a part of a reaction. This increases to 1d10 at level 10 and 1d12 at level 18.

You regain all your expended charges at the end of a short or long rest.

The Best Defense

Starting at level 3 you gain the Parry and Riposte reactions.

Parry. When another creature damages you with a melee attack after applying resistances, you can use one of your reactions to reduce the damage by 1d8 + your Strength modifier or your Dexterity modifier. If the damage is reduced to 0, you can spend an additional reaction to riposte.

Riposte. When a creature misses you with a melee attack, you can use one of your reactions to make a melee weapon attack against the creature.

Counter Arrow

Starting at level 7 you gain the Block Missile and Reflect Missile reactions.

Block Missile. When another creature damages you with a ranged weapon attack after applying resistances, you can can use one of your reactions to reduce the damage by 1d8 + your Strength modifier or your Dexterity modifier. If the damage is reduced to 0, you can spend an additional reaction to reflect missile.

Reflect Missile. When a creature misses you with a ranged attack, you can use one of your reactions to send the missile back to the creature as a ranged attack using the modifiers of a weapon you are wielding with a normal range of 20 feet and a long range of 60 feet.

Heightened Instincts

Starting at level 10, you permanently gain 1 extra reaction.

Counter Spell

Starting at level 15 you gain the Spell Parry and Reflect Spell reactions.

Spell Parry. When your fail a saving throw against another creature's spell, you can use one of your reactions to add your Wisdom modifier to your saving throw. Alternatively, if a creature hits you with a spell attack, you can use one of your reactions to give the spell attack roll a penalty equal to your Wisdom modifier. If this reaction causes you to succeed the saving throw, or spell to not hit, you can spend an additional reaction to reflect the spell.

Reflect Spell. When you succeed a saving throw against a creature's spell that only targets you, or a creature misses you with a spell attack that only targets you, you can use one of your reactions to reflect the spell at the caster adding your Dexterity modifier or Strength modifier to their spell save DC or spell attack roll. If the spell requires concentration, you must concentrate on it.

Counter Villainy

Starting at level 18,  you gain the Supreme Parry and Full Reflect reactions. You can use each of these reactions once per long rest.

Supreme Parry. When a creature causes you to make a saving throw and you fail, you can use one of your reactions to add your Dexterity modifier and Wisdom modifier to your saving throw. If this reaction causes you to succeed the saving throw, or spell to not hit, you can spend an additional reaction to on full reflect if available.

Full Reflect. When creature causes you to make a saving throw and you succeed, you can use your reaction to reflect the action back at the creature adding your Dexterity modifier or Strength modifier to the save DC. If the action requires concentration, you must concentrate on it.

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