Fighter
Base Class: Fighter

You have a number of options to choose from as you level up that all enhance the core fighter abilities. None of the special features for this homebrew subclass appear to be supported by DnD Beyond at this time so players will have to add them to their character sheets or notes manually. 

Improved Brutality

When you choose this archetype at level 3 select either Critical Expertise to enable your weapon attacks to score a critical hit on a roll of 19 - 20, or Surge Boost for double the number of Action Surges available between rests (Action Surge may only be used once per turn), or Forceful Strikes which increases the damage you do on attacks with weapons you are proficient with by an amount based on your level in this class, as shown on the Forceful Strikes Damage table

Critical Expertise

When you choose this archetype at level 3 select either Critical Expertise to enable your weapon attacks to score a critical hit on a roll of 19 - 20, or Surge Boost for double the number of Action Surges available between rests (Action Surge may only be used once per turn), or Forceful Strikes which increases the damage you do on attacks with weapons you are proficient with by an amount based on your level in this class, as shown on the Forceful Strikes Damage table.

Forceful Strikes

 increases the damage you do on attacks with weapons you are proficient with by an amount based on your level in this class, as shown on the Forceful Strikes Damage table.

Forceful Strikes Damage

Fighter Level

Damage Increased

3rd

1d4

10th

1d6

16th

1d8

20th

1d10

Surge Boost

You double the number of Action Surges available between rests (Action Surge may only be used once per turn)

Athletic Durabiltiy

At 7th level you make a choice between one of the following abilities: 

  • Remarkable Grace

  • Third Wind

  • Enhanced Vitality

Enhanced Vitality

Whenever you roll a saving throw, roll 1d6 and add the result to your saving throw. If applying this bonus to a death saving throw increases the result to 20 or higher, you gain the benefits of rolling a natural 20 on the death saving throw. 

Remarkable Grace

You can add your proficiency bonus to any Strength, Dexterity, or Constitution ability checks or saving throws utilizing those three ability scores. If you already have a proficiency bonus on such an ability check or saving throw then your proficiency bonus is doubled. In addition, once per turn when you make a jump of any kind the distance leaped can be increased up to double the normal length and/or height, if you so choose. You take half damage from all falls.

Third WInd

Grants another use of Second Wind between rests, for a total of 2 uses between rests. Increases to 4th Wind at level 17, for a total of 3 uses of Second Wind between rests.

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 Tactics

At level 15 choose to either increase your weapon critical range to 18-20 (Critical Mastery), or to double your uses of Indomitable after a rest and enable your uses of Indomitable to renew after both Short and Long Rests (Unbreakable), or to gain a bonus to damage on all weapon critical strikes that is equal to your level in this class (Overwhelming Critical).

Critical Mastery

Increase your weapon critical range to 18-20

Overwhelming Critical

Gain a bonus to damage on all weapon critical strikes that is equal to your level in this class

Unbreakable

Double your uses of Indomitable after a rest and enable your uses of Indomitable to renew after both Short and Long Rests

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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