Fighter
Base Class: Fighter

Trained to watch every movement on the battlefield, you control the fight as if it were a chess game, catching every detail and taking advantage of bad positioning while empowering your allies.

Improved Defenses

Beginning when you choose this archetype at 3rd level you gain a bonus armor class equal to half your proficiency bonus rounded down.

Vigilant

Upon choosing this archetype at 3rd level you have mastered the study of the battle field, letting you act when others would falter, you gain the following benefits:

  • When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
  • Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • You can’t be surprised while you are conscious.
  • Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.

Tactical Maneuvers

 Starting at 7th level you have learned special techniques to turn the tide of battle in your favor. When making an opportunity attack you can forgo its damage and instead choose from different maneuvers to exectue.

Cripple

You hit a creature with the pummel of your weapon, making its movement equal to 0. Additionally the creatures next attack has disadvantage.

Grapple

You try and grapple a creature that must make a Strenght or Dexterity saving throw. If the creature fails, it becomes grappled by you. Melee attacks made against this creature are made with advantage. You can grapple the creature even if you are wielding a two handed weapon.

Grapple save DC = 8 + proficiency bonus + Strenght modifier

Shove

You try and shove a creature in a direction, the creature must make a Strenght or Dexterity saving throw. If it fails, its speed becomes 0, it's pushed 5 feet in the direction of your choice and you must take it's place instead. You must be able to move to use this maneuver.

Shove save DC= 8 + proficiency bonus + Strenght Modifier

Takedown

You try and knock a creature prone.  The creature has to make either a Strenght saving throw or a Dexterity saving throw. If the creature succeeds, it takes no effect. If it fails, it is knocked prone and cannot take reactions until its next turn.

Takedown Save DC = 8 + your proficiency bonus + your strenght modifier.

Sharp movements

At 10th level you have learned to intercept your enemy's moves with extreme precision, giving you the upper hand in every situation:

You gain a +5 bonus to initiative.

Other creatures provoke opportunity attacks from you when they enter your reach.

When a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to instead redirect the attack towards you. The creature must make a Wisdom saving throw, on a failed save it switches targets to yourself.

 

Wisdom save DC: 10 + proficiency bonus + Wisdom modifier

Keen Mind

After living through many battles you have sharpened your senses and your mind itself, you gain acces to "Reaction points".

Reaction points

Starting at 15th level you are now able to go beyond your normal capabilities. In battle you can expend a reaction point to have an additional reaction in combat after using your normal reaction, and you can only use one point per creature until the start of your next turn. Your reaction points are equal to your Wisdom modifier and you regain all expended uses after a long rest. If you run out of reaction points you cannot take any reactions until you get at least 1 point back. You can only use reactions points while in combat.

Watchtower

At 18th level you have become an immovable tower able to watch over the battle field. As a bonus action you can reduce your speed to 0, giving you the following benefits:

  • Your Improved Defenses bonus armor class becomes equal to your proficiency modifier.
  • You cannot be pushed, dragged, blinded, restrained, grappled or knocked prone.
  • Opportunity attacks don't consume any reaction points and creatures that move 5 feet within your range provoke opportunity attacks.
  • You have resistance to bludgeoning, piercing, and slashing damage.

In this defensive stance you cannot move, the stance ends if you are incapacitated or if you use an action to end it. Once you use this feature you must finish a long rest before using it again.

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