Base Class: Fighter
Jobbers aren't your typical champions. They hail from a tradition born in the grit of underground fighting pits and bustling coliseums. These fighters hone a unique art: the art of losing spectacularly. Their job isn't to win, but to endure, to absorb punishment like living shields, all while captivating the crowd with flamboyant showmanship. A Jobber's true victory lies in proving that even in defeat, resilience and heart can shine brighter than gold. They are living testaments to the underdog spirit, inspiring hope and admiration from the common folk who see themselves reflected in the Jobber's unwavering determination. Their legacies are built not on trophies, but on the unforgettable battles they wage and the unwavering spirit they embody.
Level 3: Underdog's Resolve
At third level, when you are reduced to half your maximum hit points or lower, you gain temporary hit points equal to your Fighter level + your Constitution modifier. This can occur once per short or long rest.
Level 3: Takin' a Beatin'
At third level, you gain resistance to non-magical bludgeoning, slashing, and piercing damage.
Level 3: Crowd Favorite
At third level, as an action, you perform a showy maneuver or taunt to your opponents. The next attack roll against you before your next turn is made at disadvantage, and you have advantage on Dexterity and Athletics saving throws until the start of your next turn. Additionally, choose an ally within 30 feet who can see and hear you. For the next minute, they can add 1d4 to their next attack roll, saving throw, or ability check. 1d6 at 7th level, 1d8 at 11th level and 1d10 at 15th level. You can use this ability twice per long rest and no more than once in the same combat.
Level 7: Receive a Shiner
At seventh level, once per short or long rest, you may taunt all hostile creatures that can see or hear you within 60 feet. You gain temporary hit points equal to your fighter level. Each creature makes a Wisdom saving throw (DC = 8 + your PB + your Charisma modifier). Creatures that failed their saving throw must make their best effort to reach you in order to enter combat with you on their next turn. They are not concerned about provoking opportunity attacks. They can attack from range if they normally would, otherwise they use their movement to reach you. If they don’t have enough movement, they take the dash action to get as close as possible. This is not a charm effect, movement and changing their target for attack is all made willingly by the target(s) of this ability.
Level 7: The Showman
At seventh level, you gain proficiency in the Performance skill. If you are already proficient, you may choose to gain proficiency one of the following: Insight, Deception, Medicine or Athletics.
Level 10: Comeback Kid
At tenth level, when you are hit by an attack that would reduce you to 0 hit points without outright killing you, you can instead drop to 1 hit point. Attacks made against you are made at disadvantage until the end of your next turn. You may choose one ally within 30 feet, who you can see; they can immediately make an attack. This can be used once per long rest.
Level 10: Hands Up
At tenth level, when hit by a melee weapon attack, you can use your reaction to add your Constitution modifier to your AC until the start of your next turn. You can use this ability twice per long rest.
Level 10: Trading Blows
At tenth level, when you are hit by an attack, you can use your reaction to make an attack roll against the target that dealt you damage. Add your Charisma modifier (along with your normal modifiers) to your damage roll. You can use this ability twice per long rest.
Level 15: The Crowds Jeer
At 15th level, you can use your reaction to activate your Second Wind feature.
Level 15: Well Prepared
At 15th level, after rolling for initiative, you can choose to open yourself up to attack. Use your reaction, making all attacks against you at an advantage until the start of your second turn. You gain resistance to all damage for 1 minute. Once you use this feature, you cannot do so again until completing a long rest.
Level 18: Fighters Spirit
At 18th level, when you use your Action Surge, choose one ally within 30 feet; they gain a second action on their next turn. Additionally, you and all other allies within 30 feet gain a d12 to use on an attack roll, saving throw or ability check within the next minute.
Level 18: Increased Stamina
At 18th level, you gain a +2 bonus to your Constitution score, up to a maximum of 30.
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