Base Class: Fighter
An Errant Warrior counts on his reflexes to avoid dangerous effects and to deal with his foes. In time, some can develop an affinity with a certain fighting style.
Danger Sense
Beginning when you choose this archetype at 3rd level, you have advantage on Dexterity saving throws against effects that you can see. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Battle Readiness
Starting at 7th level, you gain advantage on initiative rolls.
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.
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.
Brutal Critical
At 18th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit.
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