Base Class: Fighter
the short description
Shield Wall
Beginning when you choose this archetype at 3rd level, while wielding a shield enemy ranged attacks have disadvantage to hit you, also when an enemy would make a ranged attack to hit an ally within 5ft of you, you can cause that attack to miss.
10 to 1
Starting at 7th level, when you have more enemies within 5ft of you than allies within 10ft of you, you gain advantage on all attack rolls. also, when you would make an attack with advantage you can use your bonus action to make an additional attack
Blackout the Sun
At 10th level, when using a ranged weapon attack (such as throwing a spear or shooting a bow) you dont gain disadvantage for being at max range. and if you score a crit with a ranged weapon attack you can double the damage dice twice rather than once.
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.
Mad Rush
Starting at 15th level, when you cause an attack to miss with your shield wall feature, as a reaction you can move your movement towards the source of the attack, and if this puts you within melee range, you can make an attack against them as a part of that reaction.
Battle Kick
At 18th level, when you take the attack action, you can use one of your multi attacks to make a kick attack, this kick attack adds your prof bonus and str or dex to accuracy, if it hits the target takes 1d4+str or dex, and makes a con save. if the target fails the con save they are stunned for one round and pushed back 5ft (save dc 11+prof+str or dex mod) you can substitute as many attacks for this kick as you have attacks available. a target stunned by this ability cannot be stunned by it again for a number of rounds equal to their dex mod (minimum of 1).







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