Base Class: Fighter
Fighting in formation at reach with a polearm when you hit it's perilous for the target and even when you don't you still have options whether it be to attack on recovery, lock weapons to throw off balance or disarm your opponent, or go low and trip them. This subclass combines aspects of the Battle Master and Champion classes doing away with the limitations and benefits of superiority dice to give each action a multiplicity of options.
Advanced training
When you choose this archetype at 3rd level, you learn four techniques which are detailed under “Techniques” below. Many techniques enhance an attack in some way. You can use only one technique per attack.
You learn two additional techniques of your choice at 7th, 10th, and 15th level. Each time you learn new techniques, you can also replace one technique you know with a different one.
Saving Throws. Some of your techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:
Technique save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Battle Formation
Standing in ranks you can help defend your allies from melee attacks. If you are within 5 feet of an ally and a melee weapon attack is made against them they have +1 added to their AC.
Techniques
Skilled fighters make the most of missed attacks, exploit each action to the fullest extent, and use positioning on the field to turn the tide.
Archers in back
When you hit a creature with a weapon attack, you can use your bonus action to occupy an enemy and allow one of your comrades to move into a more advantageous position. You choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Charge and thrust
When you hit a creature with a weapon attack, you can attempt to drive the target back. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Destabilizing Recovery
When you miss a creature with a weapon attack, you can use your bonus action to pull the creature off balance, giving your allies an opening. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Disarming Recovery
When you miss a creature with a weapon attack, as you recover from the thrust you can attempt to disarm the target with the hook of your polearm, forcing it to drop one item of your choice that it’s holding. You and the target must make a Strength check. If the target fails it drops the object you choose. The object lands at its feet.
Feint
You can use your bonus action on your turn to feint, choosing one creature within your melee range as your target. You have advantage on your next attack roll against that creature this turn.
Goading Attack
When you hit a creature with a weapon attack, you can goad the target into attacking you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Keep at Bay
When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to make one attack against the creature, using that weapon. On a hit the target cannot move any closer to you for the rest of it's turn but it may still use the rest of it's movement.
Lunging Attack
When you make a melee weapon attack on your turn, you can use your bonus action to increase your reach for that attack by 5 feet.
Maniple Swap
When you’re within 5 feet of a creature on your turn, you can switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.
Until the start of your next turn, melee attacks against you have disadvantage.
Menacing Attack
When you hit a creature with a weapon attack, you can use your bonus action to attempt to frighten the target. The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Offensive Recovery
When you miss a melee attack you can use your bonus action to attack the same creature with that weapon while recovering from the thrust.
Parry (uncanny dodge)
When another creature damages you with a melee attack, you can use your reaction to reduce the damage by half.
Pinning Strike
Immediately after you hit a creature with a melee attack on your turn, you can try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling).
Riposte
When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature.
Sergeant’s Strike
When you take the Attack action on your turn, you can forgo one of your attacks to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack.
Sweeping Attack
When you hit a creature with a melee weapon attack, you can use your bonus action to hit another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. Roll another attack using the same weapon for the second creature.
Thrust and Retreat
You've trained to use the reach of your weapon effectively brushing aside the opponents weapons you can use your bonus action to disengage from enemies in melee range avoiding attacks of opportunity for the rest of your turn.
Trip Attack
When you miss a creature with a weapon attack, you can attempt to knock the target down. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.
Remarkable Athlete
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
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.
Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
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