Base Class: Fighter
Most battles are decided by single, decisive and powerful attacks whether they are large scale wars or duels between two individuals. You have begun to master this style of combat, waiting patiently for the perfect moment to draw your weapon and strike.
Superior Aim
At 3rd level you gain the ability to see through the defenses of your enemies and land deadly strikes in their weak spots. Once per turn, when you take the attack action on your turn, you may forgo one of your attacks to grant yourself advantage on the next attack roll you make before the end of your next turn and attacks you make with advantage score critical hits on a roll of 19 or 20.
Additionally, if you only make one weapon attack each turn, you may add an additional 1d4 damage of that weapon’s type to that attack. This damage increases to 1d6 at 5th level, 1d8 at 11th level and 1d10 at 20th level.
Powerful Initiative
You burst into action with all of your might. You may add your Strength modifier to your initiative rolls.
Mortal Strike
You’ve learned to take your time with your attacks. One well placed strike can be more deadly than a flurry of flesh wounds. When you take the attack action on your turn, you may forgo any number of your attacks to multiply the damage of the next weapon attack you make this turn by the number of forgone attacks plus one.
Crippling Strike
You’ve learned how to deprive your foes of their senses and mobility with well placed attacks. When you hit with a weapon attack on your turn you may force the target of the attack to make a Constitution saving throw. (DC = 8 + your proficiency bonus + your strength or dexterity modifier) On a failed save the creature is either blinded, deafened or has its speed reduced by 10 feet (your choice) for one minute. An affected creature can make a constitution saving throw at the end of each of its turns, ending the effect on a success. If this feature was used on a critical hit, the creature has disadvantage on its saving throws against this effect.
You may use this feature a number of times equal to your dexterity or strength modifier, whichever is higher, (minimum once) per long rest.
Preserved Strength
Even though your body moves quickly and powerfully when you strike, you conserve much more energy than most other warriors do over the course of a fight. You may use your second wind feature even if you are incapacitated, unless you are unconscious.
Additionally, when you use your Second Wind feature, you may also choose one additional benefit from among the following:
- You may reduce your level of exhaustion by 1
- You may immediately remove one of the following conditions affecting you: grappled, restrained, stunned, paralyzed or incapacitated
- You may regain an additional 1d10 hit points
Master of Focus
When you stop to catch your breath your focus becomes sharper than ever. When you use your Second Wind feature, you may treat the next successful attack roll you make before the start of your next turn as though it were a critical hit. If the attack would have been a critical hit without the use of this feature, you regain one use of your Second Wind feature.
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