Fighter
Base Class: Fighter

Of all the things one will encounter on the battlefields of the world, from the horrors of the Underdark, to the enchanted forests of the Feywild, the Pilot is the true dominant force. Fast and Agile, Graceful yet devastating; perceptive, resourceful, and relentless. A Pilot sees the world differently; where sheer walls are capable of becoming flanking routes, and absolute cover means virtually nothing. A Pilot fights differently from the average soldier, showing that experience means little to the one who has deception and maneuverability. Even when faced with overwhelming odds, a skilled Pilot can shift any fight in their favor. but what truly separates the Pilot from all the grunt soldiers on the battlefield, is the bond between a Pilot, and their Construct Ally. when linked to his Construct, a Pilot can only be stopped by overwhelming force, or an equal. 

Operator Training

At 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 7th level and one more at 15th level.

 

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

 

The maneuvers are presented in alphabetical order.

Ambush

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren’t incapacitated.

Bait and Switch

When you’re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.

Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Brace

When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon’s damage roll.

Commander’s Strike

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

Commanding Presence

When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.

Disarming Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.

Goading Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Grappling Strike

Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.

Lunging Attack

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

Maneuvering Attack

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Precision Attack

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Quick Toss

As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon’s damage roll.

Rally

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

Sweeping Attack

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Tactical Assessment

When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.

Trip Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Advanced Tool Kit

At 3rd level, you have access to advanced tools to aid you and your allies on the field of war. As a bonus action, you can use one of the Advanced Tool Kits (ATKs) to create an array of effects to alter the flow of combat, unless you're incapacitated. You can use this feature twice between a short or long rest.

The effect of the ATK depend on which tool you use from the options below.

Grapple Hook. The Grapple hook allows the Pilot enhanced mobility in difficult terrain. The grapple hook has a range of 30 ft, and can attach to any surface, in any direction, so long as you have line of sight. Using this grants you up to 30 ft. of movement, or it can be used to target an opponent. If used on another creature, the creature must make a contested strength save, or be pulled towards the Pilot. on a success, the Pilot is pulled towards the creature instead. on a success or a fail, the creature will take damage equal to your Strength modifier + your fighter level.

Cloak Dash. The Cloak Dash allows the Pilot a chance at a quick get away, or a chance at a tactical strike. You can cast the spell Misty Step as a bonus action. Additionally, after you reappear, you may add your fighter level to your Dexterity(Stealth) checks until the end of your next turn.

Stimulant. The Stimulant, or "Stim", allows the Pilot to push themselves far beyond their natural limits. You use your bonus action to move an additional 15 ft and heal 2 hit points. the distance you can move, as well as how much you heal increases with level. At 7th level, increase movement to 20 ft, and heal 1D4. At 10th level, increase movement to 25 ft, and heal 1D6. At 15th level, increase movement to 30 ft, and heal 1D8. At 20th level, increase movement to 35 ft, and heal 1D10.

Pulse Blade. The Pulse Blade creates an area of view that few can escape. You throw a small projectile up to 60 ft in any direction. You and all your allies have blindsight in a radius of 15 ft from the projectiles point of impact for 1 minute. You also gain advantage on Wisdom(Perception) checks while in the area.

Body Double. Sometimes the best distraction is yourself. You cast Silent Image as a bonus action. The image resembles you, and can be controlled as a bonus action. At 7th level, you can cast 2 images, at 10th level, 3 images, at 15th level, 4 images, and at 20th level, 5 images.

Power Slide

At 3rd level, as a bonus action, but after your move action, you can move additional spaces, up to half your movement speed in a straight line, but be considered prone until the start of your next turn.

Vertical Movement

At 7th level, you can use the Dash action to move along a vertical surface, or difficult terrain, as if it were normal flat terrain. This does not include moving over or through liquid-based difficult terrain, such as running over lava, or through water.

Construct Ally

At 10th level, you can summon your Construct Ally from your battles of old to assist you once more. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Construct Ally stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the construct shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only actions it takes on its turn is the Dodge action, or the Move action to follow close to you, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Construct Ally can take any action of its choice to protect you, and only you, not just Dodge.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it, and take 2 hours in game to repair it's core. The construct ally returns to life with all its hit points restored.

Construct Ally

Armor Class 20 (natural armor)

Hit Points 7 + three times your HP (the defender has a number of Hit Dice [d8s] equal to your fighter level)

Speed 40 ft.

STR
19 (+4)
DEX
12 (+1)
CON
18 (+4)
INT
5 (−3)
WIS
12 (+1)
CHA
3 (−4)

Saving Throws Dex +1 plus PB, Con +2 plus PB

Skills Athletics +2 plus PB, Perception +0 plus PB × 2

Damage Vulnerability lightning, fire

Damage Immunities poison, psychic

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Vigilant. The Construct Ally can’t be surprised.

Actions

Force-Empowered Rend. Melee Attack: +12 to hit, reach 10 ft., one target you can see. Hit: 4d8 + PB bludgeoning damage.

Ronin Broadsword. Melee Attack: +12 to hit, reach 15 ft., one target you can see. Hit: 6d6 + PB slashing damage.

Repulsor Cannon. (Recharge 5-6) Ranged Attack: +8 to hit, range 90/250 ft., one target you can see. Hit: 5d10 + PB piercing damage.

Reaction

Deflect Attack. The construct imposes disadvantage on the attack roll of one creature it can see that is within 10 feet of it, provided the attack roll is against a creature other than the construct. If it is a ranged attack, and it fails, the attack is then reflected.

"Trust Me". The construct is able to treat a medium sized or smaller creature as if it were a thrown weapon. Using it's reaction, it can catch or throw 1 medium or smaller creature. If Thrown, the creature takes fall damage equal to the distance thrown. if Caught, the creature takes half fall damage, and the construct takes half.

Pilot Mode

You and your construct have become one and the same, thinking as one, and attacking as one. As an action, you can enter into the construct, and pilot the construct as a massive suit of armor. in this form, you automatically fail all Dexterity checks and saves, however, you are now resistant to all types of damage except psychic, and take half damage on all attacks, with your construct taking the other half. (Example; you are hit for 20 points of piercing damage. you now take 10 points, and your construct takes 10 points.) Additionally, your speed is 10ft. slower than your base speed, but all your attacks are the attacks found on your Construct Ally stat block. You must spend a full turn to enter or exit the construct.

Improved Combat Training

At 18th level, your superiority dice turn into d12s.

Previous Versions

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