Base Class: Fighter
This regime of fighters were made to defend the walls of cities from siege, they often train side by side with trench knights as rampart warriors are the second line of defense a kingdom has in its arsenal. These warriors can prove deadly with melee weapons but excel in thrown and ranged weapons.
Exploiter
At 3rd level you gain the following features
-You gain proficiency with acrobatics.
-Any Dexterity check to climb (acrobatics), is done so with advantage
-High ground counts as 1/2 cover
-You gain a +2 to your rolls to hit.
Calculated Movements
At 7th level you gain these benefits when on the high ground
-Your rolls to hit gain an additional +2 to hit, for a total of +4.
-You have advantage on stealth, and perception checks
-If you are undetected, you can choose to drop on top of the target. You deal additional damage when you drop on top of an enemy, equal to 2 times the fall damage dice. If you miss the attack you only take half damage from the fall.
Improved Exploiter
At 10th level You gain even more advantages for having high ground
-Your attacks now over come resistances, and immunities
-If you have taken the Archery fighting style you can add your proficiency to your damage. If you do not have the archery fighting style, you learn it.
-When you score a critical hit, it deals an extra 2 times your fighter level in weapon damage.
-When climbing, your climbing speed is double your movement speed.
Critical Draw
At 15th level you gain the following benefits
-During surprise rounds, and your first turn of combat your critical hit range is increased to 19 and 20. Landing a critical hit reduces their movement speed to 0 and take an additional 2d6 weapon damage.
-If you chose to drop down melee attack for your surprise round, and hit, the target is considered grappled by you and takes an additional 2d6 weapon damage
Breaking the Fall
At 18th Level you can now jump from high places without harming yourself too much granted you are not in heavy armor.
-When calculating fall damage you now only take a D6 damage for every 20 feet. In addition, you can roll an acrobatics check to negate damage, Fall damage DC is equal to 10+1 for every 10 feet.
Comments