Fighter
Base Class: Fighter

Go for either a swift hero, focused on making as many attacks as possible, or one that is the hardest hitter you've ever seen.  Maybe even a bit of both to throw your enemies off?  The choice is yours to make!

Level 3: The First Choice

Choose one of the following:

  • When you make a Weapon Attack, you may add an extra 1d4 of the weapon's damage type to the total damage.  This dice size increases to a d6 at level 11, and a d8 at level 18
  • You may use your Bonus Action to make a single Attack on an enemy within your reach. You may use this ability a number of times equal to your Dexterity Modifier.  You gain all expended uses when you take a Long Rest.

Level 7: More Options

At level 7, choose between one of these two options:

  • Hero's Defense: You may cast the Shield spell 3 times.  You regain all uses after a Long Rest.
  • Hero Slash: You may spend 1 action readying to attack.  On your next turn, your attacks damage dice are doubled.  You may use this ability 3 times.  Uses replenish after a Long Rest

Level 10: Heroic Attack

At level 10, choose one of the following abilities:

  • Great Heroic Strike: When you use the Attack action on your turn to attack with a Melee Weapon, you may forgo all extra attacks you have in order to deal 1 massive blow to all enemies in an area.  The area is either a line that is 5ft wide (only 5ft, doesnt increase with given up attacks) and 10ft long for every attack you gave up, or a cone that is 5ft long for every attack given up.  This ability may only be used once per combat.
  • Grand Arrow: When you use the Attack action on your turn to attack with a Bow or Crossbow, you may use this ability to add 1d8 Radiant damage for every 5 levels you have in fighter (Rounded up) to each arrow.  This ability may only be used at full effect once per day, and every use thereafter adds 1d8 for every 10 fighter levels (Rounded down)
  • Hero's Bulwark: As an action, you may add your Proficiency bonus to the AC of all allies within 30ft for 1 round.  This ability is usable twice per combat.
  • Godly Flurry: When you use the Attack action, you may reduce the number of attacks by 1 or more to make this modified number of attacks on a number of enemies equal to the number of attacks given up +1. (Ex: If you have 4 attacks and give up 2, you may make 2 attacks against 3 enemies within range) This ability may only be used once per combat.

Level 15: Hero's Folly

At level 15, choose one of the following abilities:

  • Shrug Off Pain: When you take Hit Point damage, you may use your Reaction to gain Temporary Hit Points equal to the lost Hit Points.  These Temporary Hit Points last up to 1 Minute.  You may only use this ability 3 times and you may not use this ability if the attack would bring your Hit Points to 0 or below.  You regain uses of this ability when you take a Long Rest.
  • Alright, Times Up: You may add your Proficiency Modifier to Initiative.  If you go before any of your enemies or have Surprise Round on all enemies, you may make a Reckless Attack as per the Barbarian Ability, dealing extra damage equal to 1/2 your Initiative Roll.

Level 18: Hero's Finale!

At level 18, choose one of the following abilities. Each ability can only be used once per week (if not longer for a Custom Finale):

  • Demon's Great Blade: Your weapon is suddenly sheathed in hellfire as you unleash a flurry of deadly blows upon your enemy.  For 1 round, all of your attacks deal an extra 10d6 Fire Damage which ignores Resistances and Immunities.  This does not work on Fiends.
  • Heroic Onslaught: With a furious cry, you strike an incredible number of times. For 1 round, when using the Attack Action, double the number of attacks.  Using this leaves you with 1 level of exhaustion, which goes away after the combat, if the enemy doesn't die or get knocked down from your blows.
  • Custom Finale: Make your own! These must be approved with the DM, of course.  This is meant to signify that hero's come in all shapes and sizes as well as their freedom to fight how they wish!

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