Base Class: Fighter
You adapt to a new reckless lifestyle, in which you're willing to forgo your safety to gain advantage against your enemies, taunt your opponents & dissregard your health for a better cause. As a Daredevil you're more at the forefront of the party then ever and taking damage so your companions don't need to.
Level 3: Graceborn
You gain the ability to oppose your enemies in a greater way and have them be concentrated on you only. Your gain acces to the Compelled Duel and Searing Smite spells, and you can cast them once per Long Rest. And regain all expended uses after a Long Rest. Once you cast Compelled Duel your armor class raises by +1 for 1 minute.
Once you reach 7th level in Fighter, you cannot lose Concentration on Compelled Duel.
Level 3: Taunting Pressence
You become an insufferable opponent to have around. Once per Long Rest you can get Advantage on all Charisma Checks for 1 minute.
Level 3: Natural Toughness
You grew acustomed to the pain that went through you, so much that your body gains a natural toughness to it. Starting at 3rd level, you gain an additional Hit Point per each level you gain, to a maximum of 20.
Level 7: Riposting Strikes
You choose to forgo your own safety for the opportunity to strike your opponents more vividly. Your attacks this round have Advantage, but the enemies hit by those attacks also get Advantage against you.
Level 7: Treading the Thresholds
When you are Bloodied you gain these following benefits:
You walking speed increases by 10ft.
Your Second Wind now gives you Temporary Hitpoints instead of regular Hitpoints. Keeping you in your more powerfull and reckless state.
Level 10: Daring Desire
Your nature of getting yourself more into trouble to take the burden of your allies becomes so strong, your reactionary skills increase with the adrenaline. Whenever an ally, that is within the range of half your walking speed, is about get hit by an attack roll, you can use your Reaction to move up to half your speed towards that ally, and become the target of that attack instead.
Level 15: Recklessness
Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 19–20 on the d20. And any attack rolls from a creature hit by you in the last round of combat, can now score a Critical Hit on a roll of 19-20 on the d20.
Level 18: Superior Vigilante
When you are Bloodied you gain these following benefits:
Your armor class raises by +2 as the adrenaline consumes you and boosts your agility.
Your attack and damage rolls gain +1 as you become more precise and piercing.
At the start of the Initiative order you gain Temporary Hitpoints equal to your Proficiency Bonus if you don't already have some. These Temporary Hitpoints don't stack.
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