Fighter
Base Class: Fighter

A solider breaks formation, taking down entire squads of enemy forces alone. A wandering swordsman bests the champions of a far away land in a grand melee despite the odds. A man pushed to the brink becomes the bloodied sole survivor of a failed ambush.

Defiant and relentless, the Breaker is truly an awesome and terrible sight to behold, a warrior who thrives in the worst extremes of combat.The life of a Breaker is one of constant effort, always pushing yourself forwards through sheer determination. Throughout this process, you push your body and mind beyond any and all limitations on a daily basis, honing instinct and intuition to the point where there is no distinction between the two. A Breaker is seldom satisfied with one victory when there are dozens more to be had around them. Moving from one challenge to the next, seeking harder conditions and greater foes.

Tenacity

At 3rd level the following applies to you:

  • Your movement speed is not reduced by difficult terrain.
  • You have advantage on rolls and saves against effects that would move you against your will.
  • When using your Second Wind ability, you may also roll one of your Fighter Hit Dice and choose which dice your regain Health Points from.
  • You regain all spent Hit Dice and recover from all levels of Exhaustion upon completion of a long rest.

At level 15, you gain an additional use of Second Wind.

Brutal Tactics

At 3rd level you gain the following:

Shoulder Tackle
When making a Dash, if you moved at least 10ft previously and would pass through a space occupied by a hostile creature, no more than one size category larger than what you can push or pull, you may attempt a Shove as a bonus action. If successful, you move at half your speed, taking the target and yourself in a straight line for the remainder of your movement.

Haymaker
In place of an attack action this turn you may make a single unarmed attack against a creature in melee range. On a hit your target must pass a Constitution saving throw (DC 8 + damage dealt). On a failed save the targeted creature is Incapacitated until the end of its next turn.

Intuitive Fighting

At 7th level you gain proficiency in Wisdom saves. Additionally when you score a hit with a melee weapon attack, you add your Wisdom modifier to the total damage done.

Instinctive Defiance

At 10th level, you have advantage on saving throws against traps and the charmed, frightened, paralyzed, poisoned, stunned conditions, as well as effects that would put you to sleep.

Enduring Will

At level 15 if you would take damage that would reduce you to 0 HP, roll a number of your Fighter Hit Dice equal to your Constitution modifier (minimum of 2). You gain a total of Temporary Health Points equal to the roll before applying damage. At the beginning of your next turn any Temporary Health Points that you have from any source are removed and you regain that many Health Points instead.

After you use this ability once you may not use it again until you have finished a long rest.

Additionally, you have advantage on Death Saving Throws and can not have more than 4 levels of Exhaustion.

Overwhelming Offense

At level 18, you may push yourself to the absolute limit to unleash an overwhelming offense.

To use this ability you must pass a Wisdom save (DC 10). Each time you use this feature the DC increases by 5, resetting to 10 once you have completed a long rest.

Your Overwhelming Offense lasts a number of rounds equal to your Constitution modifier and while under its effects:

  • You have advantage on melee weapon attacks.
  • If hit by a hostile creature, you may use your reaction to reduce that damage equal to your Wisdom modifier + your Fighter level.
  • If a hostile creature misses an attack against you, you may use your reaction to make a single melee weapon attack against that creature.

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