Base Class: Fighter
Heroes are what most adventurers strive to be. They seek power not for themselves, but for others, so that they may help those in need. But being a hero is not easy, it takes great skills, and courage.
Heroic Persistance
Beginning when you choose this archetype at 3rd level, whenever you miss an attack roll, you can roll a d8 and add it to your roll. If the attack hits, you can add the number rolled to the damage of the attack. The die value changes to a d10 at 10th level, and a d12 at 15th. Also the number of times you can use this feature before you must complete a short rest is equal to your Strength modifier.
Heroic Courage
Starting at the 7th level, you become immune to the Frightened status effect. And as a bonus action, you can cause any amount of creatures that can see or hear you, become immune to the Frightened status effect for 1 minute. If the creature is currently frightened, the effect ends.
Heroic Skills
Starting at the 10th level, you gain one of the following features of your choice:
You can use these skills a total number of times equal to your proficiency bonus. You regain all expended uses after finishing a long rest. You can choose another skill when you reach the 14th, 16th, 18th, and 20th level. Also, the Skill DC equals 10 + your Strength and Dexterity modifiers.
Assistance
As an action, you can touch a creature, other than yourself, and have it regain a number of hit points equal to your fighter level.
At 18th level, you can do this on up to two creatures at once, from a distance of 30 feet.
Blade Beam
As an action, you can fire a beam of light from your weapon in a 5 foot wide, 30 foot long line. Any creature caught in the line must make a Constitution saving throw or take 2d10 radiant damage, or half as much on a success.
This damage increases to 5d10 at 18th level.
Cleave
You can use your bonus action to make any melee attacks you make this turn score a critical hit on a roll of a 19-20.
The attacks you make score a critical hit on rolls of 17-20 at 18th level.
Dome of Protection
You can use an action or reaction to create a magical 10 foot radius sphere around you that protects you from all damage. Friendly creatures can freely pass through it, but hostile creatures cannot. The dome has 50 hp, and is dispelled when reduced to 0 hit points automatically. It dispels after 3 rounds.
The dome's hit points increase to 100 at 18th level.
Ethereal Jump
As an action, you can move up to twice your movement through the Ethereal Plane, you do not provoke opportunity attacks when moving this way. If you end your movement near a creature, you can attack them as if you had used the attack action. The first attack made this way has advantage.
You can forgo your attack to instead touch two allies within your reach and travel with them for three times your movement speed at 18th level.
Hero Stance
As a bonus action, you can enter Hero Stance. While in Hero Stance, your speed becomes 0, but you gain resistance to all damage.
At 18th level, you regain 1d10 hit points at the start every turn you are in Hero Stance.
Power Smash
You can exert all your force into a devastating attack, damaging yourself in the process. As an action, you can strike the space in front of you with enough force to unleash a wave of damage in a 30 foot cone. And creature within that cone takes 12d6 force damage, but you also take the same amount of damage.
At 18th level, the cone increases to 60 feet, and the damage increases to 20d6. Also, you can make a DC 20 Constitution saving throw when you make the Attack, on success, you only take half the damage dealt. Every time you use this ability, the DC increases by 5. The DC resets after a long rest.
Spin Attack
You can use your action to make melee attacks against every creature within 5 feet of you, with a separate attack roll for each target.
The number of attacks per creature increases to two at 18th level.
Heroic Inspiration
Starting at 15th level, as a reaction, you can forgo one use of your Heroic Persistence to grant an ally that can see and hear you the same benefit. They add your Heroic Persistence dice to their missed attack roll, and add it to the damage if their attack hits.
Heroic Triumph
Starting at the 18th level, for every ally(including you) that is under half their hit point maximum, you gain the following benefits:
1: You gain resistance to all damage.
2: You have advantage on all attack rolls.
3: You deal extra damage equal to your fighter level.
4: You heal 4d8 damage at the start of each of your turns.
5: You automatically succeed any saving throw you make, and take no damage if you would only take half from the success.
Also, if you were to die by any means, you can make a DC 20 Constitution saving throw. On a failure, you die as normal. On a success, you do not die, you instead regain half of your maximum health and any allies that can see or hear you regain 10d10 hit points. Once you use this feature, you must complete a long rest before you can use it again.
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