Fighter
Base Class: Fighter

From a young age you chose to serve your nation, become a hired blade, or fight for what you believed in. Now, after years of battles and twice as many scars, your life has not changed. You seek the next battle, sharpening your blade, keeping your eyes out for the next challenge.

Being a Veteran isn't easy; first, you have to live long enough to become one. Then, people around you will expect you to share your wisdom, undoubtedly honed from all the battles you've fought. But that is fine, because that is all you have.

As a Veteran, you will have a better eye for deception and secrecy; your eyes know where they are looking, whether it is a person's nervous tick or the shadows in a dark alleyway. You have also pushed yourself to the extreme, apparent in your bursts of adrenaline during combat. Surviving many battles has made you a natural leader, whether you like it or not, and your battle cries will inspire those around you to rally for one final strike. Even when all hope seems lost you'll be the last one standing, gripping your weapon and staring death in the eye, challenging it, like you've done countless times before.

Veteran's Eye

When you choose this archetype at 3rd level, your experience as a soldier has honed your instincts. Whenever you roll a Wisdom (Perception) and Wisdom (Insight), you can add an intuition die,  2d12, to the roll. In addition, when you roll a Skill Check for a military-related topic, you can roll with Advantage.

In combat, as a Bonus Action you can make a Wisdom (Insight) check contested with the enemy's Charisma (Deception) check. On a success, you may roll your all attack with advantage until the start of your next turn.

Additional proficiencies

At 3rd level you gain proficiency in insight and perception. If you have proficiency in one of these skills you can chose another skill to gain proficiency in.

Harsh Training

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. you also add your proficiency bonus to your armor class.

In addition, once per turn, when you hit with a weapon attack, you can choose one of the following:

  • Deal an extra 4d12 damage if the creature does not have its maximum Hit Points.
  • If the target is Huge or smaller, force the target to succeed on a Constitution saving throw or lose its Reaction.
  • If the target is Large or smaller, force the target to succeed on a Strength saving throw or fall prone.

Expertise

At 7th level, you gain expertise in insight and perception. If you already have expertise in these skills you can choose another skill to gain expertise in.

Additional Fighting Style

At 10th level, you can choose 2 Fighting Styles 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.

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.

Battle Rally

Starting at 15th level, you can bolster courage and strength to your allies. As a Bonus Action you can rally your comrades to battle, granting each ally within 30 feet that can see or hear you Temporary Hit Points equal to your Fighter Level.

You may use this feature a number of times equal to your Constitution modifier, and regain all expended uses after a Long Rest.

Last Man Standing

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.

In addition, you can use your Reaction to parry an attack made against you. You reduce the damage by your weapon's damage die + your fighter level

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