Base Class: Fighter
Counterstrikers do not rush to attack. Instead, they wait for their opponents to make the first move. By reading the direction and force of an incoming attack, they exploit the openings left behind and strike back with precision. A successful counterattack can create an opportunity for another, allowing the Counterstriker to shift between defense and offense throughout the battle.
Even against foes who attack from a distance, Counterstrikers can use an enemy's assault to close the gap and pursue them. Once within striking range, they resume their stance and wait for the next attack.
Countering Stance
Countering Stance
Starting at 3rd level, you learn to adopt a defensive stance that allows you to await your enemies' attacks and strike when they leave themselves open.
When you take the Attack action on your turn, you can forgo one of the attacks granted by that action to enter your countering stance instead.
The stance lasts until the start of your next turn.
While you are in your countering stance, when a creature you can see makes an attack against you, you can use your reaction to make a counterattack against that creature, provided that creature is within the reach of your melee weapon. You must use this reaction after the attack has been resolved.
You can still make any remaining attacks granted by the Attack action.
Counterattack
When you use your reaction to make a counterattack, you can make one melee weapon attack against the creature that just attacked you. You must use a weapon with the melee property for this attack, and the target must be within the weapon's reach.
You have advantage on this attack roll.
On a hit, the attack deals its normal weapon damage, and you can deal additional damage according to your Taking the Force feature.
Proactive Counterattack
If no creature attacks you while your countering stance lasts, you can still make a proactive counterattack.
Before the start of your next turn, you can use a bonus action to make one melee weapon attack against a creature within the reach of your melee weapon.
You must use a weapon with the melee property for this attack, and this attack does not benefit from the advantage granted by Counterattack.
The weapon's damage die is halved, rounded down, but you add your ability modifier to the damage as normal.
Once you make a proactive counterattack, your countering stance ends.
A counterattack counts as an Attack action.
Taking the Force
Taking the Force
Starting at 3rd level, you learn to endure the attacks of your enemies and preserve a portion of their force for use in your counterattacks.
When a creature deals damage to you, you can store a portion of the force of that attack. Your force stored is equal to half the attack's original damage, rounded down.
The original damage is the amount of damage dealt by the attack before applying resistance, damage reduction, or any other effect that reduces the damage you take.
Your stored force can't exceed your fighter level.
If you already have stored force when you take damage again, you can choose to replace your current stored force with the amount gained from the new attack. You can't combine the stored force from multiple attacks.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest.
Releasing Stored Force
When you hit a creature with a counterattack, you can release your stored force.
You can add your current stored force to the damage dealt by that counterattack. After you release the stored force, your stored force becomes 0.
You can't release stored force when making a proactive counterattack.
Taking the Force
Taking the Force
Starting at 3rd level, you learn to endure the attacks of your enemies and preserve a portion of their force for use in your counterattacks.
When a creature deals damage to you, you can store a portion of the force of that attack. Your force stored is equal to half the attack's original damage, rounded down.
The original damage is the amount of damage dealt by the attack before applying resistance, damage reduction, or any other effect that reduces the damage you take.
If you already have stored force when you take damage again, you can choose to replace your current stored force with the amount gained from the new attack. You can't combine the stored force from multiple attacks.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest.
Releasing Stored Force
When you hit a creature with a counterattack, you can release your stored force.
You can add your current stored force to the damage dealt by that counterattack. After you release the stored force, your stored force becomes 0.
You can't release stored force when making a proactive counterattack.
Pursuing Momentum
Starting at 7th level, when a creature outside the reach of your melee weapon makes an attack against you, you can move up to 15 feet toward that creature after the attack is resolved.
This movement must bring you closer to the creature, and this movement does not provoke an opportunity attack from that creature.
At the end of this movement, you can enter your Countering Stance without forgoing an attack from your Attack action.
If you use Action Surge after entering your Countering Stance, you can move up to an additional 15 feet toward that creature before or after taking the additional action. This movement must bring you closer to the creature and does not provoke an opportunity attack from that creature.
The movement granted by this feature cannot carry you past the creature.
Extreme Force
Extreme Force
Starting at 10th level, you learn to turn the full force of a devastating attack against you to your advantage.
When your hit points are first reduced to half your hit point maximum or lower, you can use this feature immediately.
The full amount of the attack's original damage becomes your stored force.
Original damage is the amount of damage dealt by the attack before applying resistance, damage reduction, or any other effect that reduces the damage you take.
In addition, you can choose one of the following effects:
Hold Firm
Until the start of your next turn, you have resistance to all damage.
Reverse Momentum
Until the start of your next turn, you can enter your Countering Stance without forgoing one of the attacks granted by your Attack action.
You can choose this effect only if you are not already in your Countering Stance.
Once you use Extreme Force, you must finish a short or long rest before you can use this feature again.
Countershock
Countershock
Starting at 15th level, when you make a counterattack, you can turn the counterattack into an area attack.
Each other creature within 5 feet of the target of your counterattack must make a Dexterity saving throw.
On a failed save, a creature takes the full damage that the counterattack would have dealt.
On a successful save, a creature takes half as much damage.
The original target of the counterattack does not take damage from the counterattack.
Forceful Counter
Forceful Counter
Starting at 18th level, you learn to unleash your stored force through your counterattacks.
When you make a counterattack, you can add your stored force to the damage dealt by each attack made as part of the counterattack.
Your stored force is reduced normally each time it is added to an attack.
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