Fighter
Base Class: Fighter

You may have been a squire to a famous Knight or the apprentice of a wise master archer. Or you are a rank and file solider taking their Sargents teachings to heart. For some reason you have left your master behind to furter enhance their teachings and make them your own, be it that you are on  a quest for your swordmaster, or maybe the knight you served died suddenly in battle.  

You can take a breather to asses the situation at hand, remembering what your master thought you.

Aspect of the master

Beginning when you choose this archetype at 3rd level, gives you the option to bolster your chosen fighter Fighting style based on what you chose at lvl 1. 

You can expend  your second wind to activate Aspect of the master, granting you 1d10+ fighter level in temporary hp, Aspect of the master last for 1 minute and you and can not concentrate on a spell during this time, you can chose to end the ability as a bonus action.

 

Archery master

Your damage rolls for ranged weapons also do +2 damage.

Defence master

You gain resistance to Bludgeoning, piercing and slashing nonmagical attacks.

Dueling master

You also gain 2+ to attack rolls when you are wielding a melee weapon in one hand and no other weapons.

Great weapon master

You gain +2 damage when using a two-handed or versatile weapon when using two hands.

Protection master

The creature you protect gain +1 AC the attack.

Two weapon master

You gain +2 to attack and damage rolls with the offhand attack.

Watchful student

At level 7th do you gain the ability to add your Wisdom modifier to Initiative, Grapple and Disarm checks

And you gain proficiency in a Wisdom, Intelligence or Charisma based skill.

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.

Second Aspect of the Master

At level 15 does the aspect of the master bolster your second chosen fighter Fighting style based on what you chose at lvl 10.

You can add a additional Fighting style mastery.

 

Second Archery master

Your damage rolls for ranged weapons also do +2 damage.

Second Defence master

You gain resistance to Bludgeoning, piercing and slashing nonmagical attacks

Second Dueling master

You also gain 2+ to attack rolls when you are wielding a melee weapon in one hand and no other weapons.

Second Great weapon master

You gain +2 damage when using a two-handed or versatile weapon when using two hands.

Second Protection master

The creature you protect gain +1 AC the attack.

Second Two weapon master

You gain +2 to attack and damage rolls with the offhand attack.

Self taught master

You gain an additional use of Second wind at lvl 18

You can also use Aspect of the master as a reaction after you have taken damage.

Previous Versions

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11/4/2020 4:05:30 PM
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