Fighter
Base Class: Fighter

champion fighter- remastered

Martial superiority

With every spare moment spent on weapon training, you have gained mastery over simple steel and string.

Two-Handed weapons become Versatile weapons, Versatile weapons become One-Handed weapons, and One-Handed weapons become Light weapons.

You ignore the heavy weapon property. 

Ranged weapons double their effective range and ignore half cover.

Improved Critical

Also when you pick this subclass, Your attack rolls can score a Critical Hit on a roll of 19 or 20.

Mental defense

Unlike most warriors, you prepared not only your body, but also your mind against attacks.

Gain Immunity to 2 Conditions of your choice, Except Grappled, Prone, Restrained, Unconscious, and Exhausted.

Gain an extra Condition immunity at levels 10, 13, 16, and 19.

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice)

Seasoned Warrior

You have grown accustomed to the weight of the armor on your skin and the weapons on your back, to the point where they mean little.

When wearing Heavy armor, you can add Dexterity (max of 2) to your AC,

when wearing Medium armor, you can add full Dexterity to your AC, 

and when wearing Light armor, you count as un-armored.

Ignore the stealth penalty on armor.

You also gain the powerful build feature, if you already have it, Double it.

Tempered by battle

You have taken so much pain that you have begun to resist such blows.

Gain resistance to your choice of Bludgeoning, Piercing, or Slashing Damage, and one Elemental Damage type of your choice. 

You gain another physical resistance at level 17, and 19

You gain another elemental resistance at level 16, 18, and 20

Final Stand

Why are your enemies hearing boss music?

If you have no more than half of your hit points left, you gain the following benefits.

  • You gain 10 temp hp per round
  • You have advantage on attack rolls that you make with simple and martial weapons.
  • When you hit a target with a weapon attack, the target takes an extra 2d12 force damage.
  • During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
  • You gain an extra 30 feet movement speed.

If you go above half your hit points the effects end. When the battle ends and you’re below half health, you must succeed a DC 20 Constitution saving throw or gain one level of exhaustion. 

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