Base Class: Fighter
You bring cunning and speed to the battlefield. You have a daring unknown to those whose feet have never touched the arena floor. Rather than hide behind heavy armor, you rely on agility and your mastery of weapons to deflect your enemies’ attacks. Unburdened by heavy armor, you can leap into the fray to strike several enemies at once.
Arena Training
Beginning when you choose this archetype at 3rd level, your gain +1 to Armor Class while not wearing heavy armor. You gain an additional +1 to Armor Class while wielding a finesse weapon and not wielding a shield.
In addition, when you use the Attack action with an unarmed strike or finesse weapon on your turn, you can attempt to shove or grapple a creature as a bonus action.
Thrill of the Fight
Once per round, when you score a critical hit or drop a creature to 0 hit points while a non-hostile creature is present, you gain one Adrenaline die, a d6.
Once within the next 10 minutes, you can roll the die and add the number rolled to one attack roll, damage roll, or saving throw you make. You can wait until after you roll the d20 before deciding to use the Adrenaline die, but must decide before the DM says whether the roll succeeds or fails. Once the Adrenaline die is rolled, it is lost. You can roll only one Adrenaline die at a time.
Additionally, you gain proficiency in the Performance skill.
Dirty Fighting
Beginning at 7th level, you can use your bonus action to attempt to distract an enemy within 5 feet. You make a Performance check, which sets the DC of the enemy's Wisdom saving throw. If the saving throw fails, the creature grants advantage on attack rolls for 1 round, and you can score a critical hit against it on a roll of 19-20. You may use this feature a number of times equal to your Charisma bonus (minimum 1.) You regain all uses after completing a long rest.
Bloody Blades
At 10th level, you learn to threaten the space around you with a whirling dance of blades. Whenever an enemy starts its turn within 5 feet of you, it can't take the disengage action unless it succeeds on a Dexterity saving throw. The DC of this saving throw is equal to 10 plus your Dexterity modifier plus your proficiency modifier. A creature that fails this saving throw takes damage equal to your Dexterity modifier.
Undaunted
Beginning at 15th level, whenever you use Action Surge to take the Attack action, you roll twice for each attack and use the better result. If you have advantage, you roll three times and use the best result.
Bleed It Out
At level 18, you learn to inflict painful, profusely bleeding wounds. When you score a critical hit, the creature you hit takes 2d8 damage at the start of each of its turns and suffers a -2 penalty on saving throws. At the end of each of its turns, it can make a Constitution saving throw to end this effect.
Previous Versions
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11/27/2021 9:46:40 PM
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11/28/2021 6:31:57 AM
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