Base Class: Fighter
The
Side Hop
At 3rd level when you are hit with an attack as a reaction you can make a dexterity saving throw, if the total roll is higher than the attacker's attack roll the attack instead misses.
At 5th level time seems to bend at your will. If you succeed on your dexterity saving throw you can make as many attacks equal to your dexterity modifier immediately after your success as a part of your reaction.
At 8th level, the amount of attacks you have increases by one.
At 10th level, the amount of attacks you have increases by one.
At 12th level, the amount of attacks you have increases by one.
At 16th level the amount of attacks you have increases by one.
At 20th level the amount of attacks you have increases by one.
You can use this feature twice per long rest.
Crest of Acroreign
As an action you can call upon the Crest of your kingdom. For your next three turns you get advantage on all attacks, you get a bonus on damage rolls equal to two times your dexterity modifier, your movement speed doubles, and your AC raises by two.
You can use this feature once per long rest.
Knightly Technique
You have learned several techniques that you can use to get an advantage in battle. You can use any of these following features three times per long rest. (Not three times each) If you choose to to activate multiple of these features at once you can not activate more than 2 at once, and you can not activate the same feature more than once at once.
Forcefull Strike: You strike with enough force to knock a weapon out of someone's hand. When you hit a melee attack you may choose to do an extra (half your fighter levels)d6 damage of your weapon's type and have your target roll a saving throw to try to resist having a weapon or a shield they are carrying of your choice knocked out of their hand(s). The DC for the saving throw equals 8 + either your dexterity or strength modifier + your proficiency bonus. If the target fails the saving throw the chosen weapon or should flies out of the target's hand(s) 15 ft in any direction (roll a d4, 1=north 2=west 3=south 4=east). If the melee attack affects multiple targets, the extra damage only affects one target, and the saving throw affects up to three targets.
Spinning Strike: You slash your weapon in a circle, releasing a beam of energy in a directions. When you hit a melee attack with a weapon that deals slashing damage, you can use this feature to maximize the damage dice rolled for that attack and have the attack affect every creature within 10ft of you.
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.
THE PICKLE DEVOURER!!!
At 18th level
Previous Versions
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10/10/2022 2:55:37 PM
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Coming Soon
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