Fighter
Base Class: Fighter

Reckless Warrior

Way Of Spirit Guardian

Way of lion:

Strong:Gain advantage on all str rolls and +2 str

Minor Resistance: gain resistance to all Physical weapons.

Claws: 1d8+Str+Prof Fire Dmg

You can hit additional one claw attack in your bonus action

Way of Bear:

Durable: Gain advantage on all cons rolls and +2 cons

Way of owl: You gain advantage on all wisdom rolls also gain +2 wisdom

All of your passive scores will be 15

When times you are trying to secret enter door/trap/something you gain additional +5 to your rolls

 Your rage stays longer 5x times

Major Resistance: Gain resistance to all damage types expect psychic

Heavy Claws: 1d12+str+Prof Physical dmg you can choose to forge your prof dmg to staggering strike

Staggering strike: Target must be succesfull against your Dc 8+Str+Prof Modifier or being knocked prone

 Way of Chimp:

Gain advantage on all dex rolls and +2 dex

Gain spider climb equal to your speed (You can climb all surfaces without checks)

You dont prevent opportunity attacks and +5 Moving Speed

Also your jump heigh is tripled.

Way of Eagle

You gain advantage on all charisma checks +2 charisma

You gain flying speed equal to 30 feet

When times your rage ends you gain slow fall ability until touch the ground

While you are in air your rage stays three times longer

Way of dolphin:

 You gain advantage on all int checks +2 İnt

You gain swimming speed equal to your walking speed

You can breathe under water

Being under of water doesent gives you disadvantage with your weapon attacks

While you are under of water your rage stays 15 times longer

Additional Attack

You gain addicitional attack on your turn.

Careful Strength

You have passive strength as your halve strength

Additional Fighting Style

At 10th 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.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.

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