Base Class: Fighter
Most Fighters share the battlefield with a variety of companions, as well as adversaries. Many keep to the path of their specialized field, while some branch off into other fields to develop new techniques. Where the Taskmaster differs is their ability to keep their specialty growing while incorporating the learned methods of their peers. A seasoned Taskmaster is capable of shifting their focus to prepare for any given circumstance, making them the ultimate utility Fighter.
Replication Aspect
You're ability to review other's techniques, whether seen on the battlefield or read from a book, allows you to draw from their experience as if it was your own.
At 3rd level, you gain two replication aspects of your choice. You gain two more aspects of your choice at 7th level, and an additional aspect of your choice upon reaching 10th, 15th, and 18th levels.
Additionally, when you gain a level in this class, you can choose one of the aspects you know and replace it with another aspect that you could learn at that level. At 10th level, you can replace an aspect during a long rest. At 18th level, you can replace an aspect during a short rest, as long as the feature doesn't have limited uses that can only be reset during a long rest.
If a replication aspect has prerequisites, you must meet them to learn it. You can learn the aspect at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Bardic Inspiration
Prerequisite: 3rd level, No levels in Bard Class
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d4.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 5th level, a d8 at 9th level, a d10 at 13th level and a d12 at 17th level.
Brutal Critical
Prerequisite: 10th level, No levels in Barbarian Class
You can roll one additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.
You gain an additional damage die at 13th level and 17th level.
Countercharm
Prerequisite: 7th level, No levels in Bard Class
You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
Cunning Action
Prerequisite: 3rd level, No levels in Rogue Class
Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Elusive
Prerequisite: 18th level, No levels in Rogue Class
You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.
Evasion
Prerequisite: 10th level, No levels in Monk Class, No levels in Rogue Class
Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Fast Movement
Prerequisite: 7th level, No levels in Barbarian Class
Your speed increases by 10 ft. while you aren't wearing heavy armor.
Favored Enemy
Prerequisite: 3rd level, No levels in Ranger Class
You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. Choose an additional type of favored enemy at 10th and 18th levels.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
Feral Sense
Prerequisite: 18th level, No levels in Ranger Class
You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
Hide in Plain Sight
Prerequisite: 15th level, No levels in Ranger Class
You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
Ki
Prerequisite: 3rd level, No levels in Monk Class
Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your fighter level determines the number of points you have. You have a number of ki points equal to half your fighter level.
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class: Stunning Strike at 7th level, and Stillness of Mind at 10th level.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind
You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Stunning Strike
You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Stillness of Mind
You can use an action and spend 1 ki to end one effect on yourself that is causing you to be charmed or frightened.
Land's Stride
Prerequisite: 10th level, No levels in Rangers Class
Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Martial Arts
Prerequisite: 3rd level, No levels in Monk Class
Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
- You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes to a d6 at 7th level, a d8 at 13th level, and a d10 at 18th level.
- When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
Natural Explorer
Prerequisite: 3rd level, No levels in Ranger Class
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favored terrain types at 10th and 18th level.
Rage
Prerequisite: 3rd level, No levels in Barbarian Class
On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that is equal to half your proficiency modifier, rounded up.
- You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged a number of times equal to your proficiency bonus, you must finish a long rest before you can rage again.
Reckless Attack
Prerequisite: 3rd level, No levels in Barbarian Class
You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Reliable Talent
Prerequisite: 15th level, No levels in Rogue Class
You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Sneak Attack
Prerequisite: 3rd level, No levels in Rogue Class
You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of extra damage increases by 1d6 for every three levels you gain in this class.
Unarmored Defense
Prerequisite: 3rd level, No levels in Monk Class
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Uncanny Dodge
Prerequisite: 7th level, No levels in Rogue Class
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Expertise
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Additional Fighting Style
At 7th level, you can choose a second option from the Fighting Style class feature.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Respec
At 10th level, you gained enough experience to be able to tackle any challenge if you put your mind to it. After taking a long rest, you are able to adjust a number of your features equal to your wisdom modifier. Features that can be adjusted include:
- Replace a Fighting Style
- Replace an expertise
- Reduce your base Strength, Dexterity or Constitution by an amount equal to your proficiency bonus, and redistribute the points between Strength, Dexterity and Constitution.
You can adjust a feature more than once during the same rest. For instance, you could replace both of your Fighting Styles using two adjustments, or you could lower the same Ability Score multiple times.
At 18th level, you can make one adjustment during a short rest.
Flexible Feat
At 10th level, you gain one additional Feat of you choice. This Feat can be replaced during a long rest. At 18th level, it can be replaced during a short rest.
Magic Item Versatility
Starting at 15th level, you can use your action to attune to a magic item. You ignore all class, race and level requirements on the use of magic items you attune to using this feat. You may only be attuned to one magic at a time that benefits from this feature.
Once you attune to a magic item this way, you can't do so again until you complete a long rest.
Combat Ready
At 18th level, your combat prowess has granted you the ability to push yourself a little further in the face of danger. Whenever you enter initiative with a feature that has all of its uses expended, you may regain 1 use of that feature (no action required). You can regain a use in a number of features equal to your wisdom modifier at one time.
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