Base Class: Fighter
Your mind is a fortress, and pain empowers your attacks.
Filler
Filler
Steely Resolve
Beginning when you choose this archetype at 3rd level, you can delay damage you would take. Any time you would take damage, you can instead choose to delay some of it. At the end of your turn, you take all the damage you have delayed since the end of your last turn. Resistances and immunities apply before you choose to delay the damage, and the damage you take at the end of your turn is not subject to resistance and immunity.
Maximum damage you can delay this way equals your Fighter level plus your Constitution modifier, resetting at the end of your turn when you take the delayed damage.
Counterstrike
Starting at 3rd level, your melee attacks deal additional damage when you delay damage. This additional damage equals 1/5 of the currently delayed damage, rounded down. For convenience, you can also refer to the following table.
| Delayed Damage | Bonus Damage |
| 0-4 | - |
| 5-9 | +1 |
| 10-14 | +2 |
| 15-19 | +3 |
| 20-24 | +4 |
| 25-29 | +5 |
Mettle
Starting at 7th level, when you are subjected to an effect that allows you to make a Wisdom or Constitution saving throw to take reduced damage, you instead take no damage if you succeed on the saving throw, and reduced damage as if you succeeded if you fail. This has no effect on non-damage effects.
Brace
Starting at level 10, you can use your action to brace yourself against damage. When you do so, you gain resistance to all damage until the start of your next turn.
Endure
Starting at 15th level, when delayed damage reduces you to 0 hit points, you drop to 1 hit point instead.
Grit
Starting at 18th level, you have advantage on saving throws made to end ongoing effects on yourself.
Additionally, you ignore the drawbacks of exhaustion. You still die if you reach 6 levels of exhaustion.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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7/15/2020 3:24:00 AM
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