Fighter
Base Class: Fighter

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Level 3: Cat Whisperer

You can comprehend and verbally communicate with felines. You can use any of the Influence action’s skill options with them, and you have Advantage on any checks you make against them as part of that action.

Level 3: Feline Nature

Your training alongside your master has earned you the attributes of the cat. You gain the following benefits.

Catlike Agility. You gain a Climb Speed equal to your Speed. In addition, when you fall and don’t have the Incapacitated condition, you always land on your feet, and you can subtract up to 20 feet from the fall when calculating the damage you would take.

Nine Lives. When you are reduced to 0 Hit Points but not killed outright, you can immediately use your Second Wind feature (no action required) to regain Hit Points before falling Unconscious.

Level 7: Evasive Maneuvers

Your quick thinking and agile reflexes make you a formidable foe, even when outnumbered. You gain the following benefits. 

Deft Cover. While at least two Small or larger enemies are within 5 feet of you, you have Half Cover.

Nimble Redirect. When you’re hit by an attack made with a weapon or an Unarmed Strike, you can take a Reaction to reduce the damage you take by an amount equal to your Fighter level. When you do so, you can cause a creature or object within 5 feet of you to take damage equal to the amount you reduced from the attack. Once you take this Reaction, you can’t do so again until you finish a Short or Long Rest.

Level 10: Vigilant Reflexes

You can’t be surprised, provided you don’t have the Incapacitated condition. In addition, immediately after rolling Initiative, you can take a Reaction to move up to your Speed with-out provoking Opportunity Attacks; before or after moving in this way, you can also take the Hide action as part of the same Reaction.

Level 15: Cautious Tenacity

You gain two additional uses of your Second Wind feature.

Whenever you use your Second Wind to regain Hit Points, you also gain the benefits of the Dodge action until the end of your next turn.

Level 18: Swatting Flurry

Once on each of your turns when you hit a target with a Melee weapon as part of the Attack action, you can unleash a flurry of swift strikes. Make up to five additional melee attack rolls, using the same weapon against the target, immediately stopping if you miss. For each of these attacks that hits, the target takes 1d10 damage of the weapon’s type; these attacks can’t apply any additional damage or effects that you or your weapon would normally impose.

Level 3: Outsized Trickery

You’re adept at using the weight of your foes against them. You can use the Shove option of your Unarmed Strike against any creature, regardless of its size. In addition, your shoves are more potent, imposing the following additional effect on a failed save, depending on whether you choose to push the target or cause it to have the Prone condition.

Push. The target is pushed an additional 5 feet away from you, and it takes Bludgeoning damage equal to half your Fighter level (round up) plus your Strength modifier.

Prone. The target takes Bludgeoning damage equal to half your Fighter level (round up).

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, unless you have the Incapacitated condition.

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 doesn’t have the Incapacitated condition. 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.

Commander’s Strike

When you take the Attack action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding the Superiority Die to the attack’s damage roll on a hit.

Commanding Presence

When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Superiority Die and add that die to the roll.

Disarming Attack

When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to disarm the target. Add the Superiority Die roll to the attack’s damage roll. The target must succeed on a Strength saving throw or drop one object of your choice that it’s holding, with the object landing in its space.

Distracting Strike

When you hit a creature with an attack roll, you can expend one Superiority Die to distract the target. Add the Superiority Die roll 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

As a Bonus Action, you can expend one Superiority Die and take the Disengage action. You also roll the die and add the number rolled to your AC until the start of your next turn.

Feinting Attack

As a Bonus Action, you can expend one Superiority Die to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the Superiority Die to the attack’s damage roll.

Goading Attack

When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to goad the target into attacking you. Add the Superiority Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have Disadvantage on attack rolls against targets other than you until the end of your next turn.

Lunging Attack

As a Bonus Action, you can expend one Superiority Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Superiority Die to the attack’s damage roll.

Maneuvering Attack

When you hit a creature with an attack roll, you can expend one Superiority Die to maneuver one of your comrades into another position. Add the Superiority Die roll to the attack’s damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack.

Menacing Attack

When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to frighten the target. Add the Superiority Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.

Parry

When another creature damages you with a melee attack roll, you can take a Reaction and expend one Superiority Die to reduce the damage by the number you roll on your Superiority Die plus your Strength or Dexterity modifier (your choice).

Precision Attack

When you miss with an attack roll, you can expend one Superiority Die, roll that die, and add it to the attack roll, potentially causing the attack to hit.

Pushing Attack

When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to drive the target back. Add the Superiority Die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.

Rally

As a Bonus Action, you can expend one Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll plus half your Fighter level (round down).

Riposte

When a creature misses you with a melee attack roll, you can take a Reaction and expend one Superiority Die to make a melee attack roll with a weapon or an Unarmed Strike against the creature. If you hit, add the Superiority Die to the attack’s damage.

Sweeping Attack

When you hit a creature with a melee attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to damage another creature. 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 (History or Investigation) check or a Wisdom (Insight) check, you can expend one Superiority Die and add that die to the ability check.

Trip Attack

When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die and add the die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.

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