Base Class: Fighter
Some train in the ways of magic their entire life. Some grow up on the streets and learn to kill in seconds. Some work tirelessly to cleave enemies in half with a greataxe. You just picked up a sword one day, but it's working out for you so far.
Civilians have no training with weapons, or fighting, or war, or anything really. But some simply need to be able to defend themselves, or make a living attacking others.
Flight over Fight
Everyone has a plan until they get a sword lodged in their shoulder. Beginning when you choose this archetype at 3rd level, you can move half your movement in one direction as a reaction to being damaged by a creature.
Terrible Technique
Starting at 7th level, your lack of any recognized technique makes your attacks hard to predict. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn.
You can use this feature three times, and you regain all expended uses of it when you finish a short or long rest.
Unfailing confidence
At 10th level, you can do some "impressive" tricks with your weapon to make enemies think you know what you're doing. As an action, choose a weapon to roll to attack with. That roll is the DC of a dexterity saving throw you must make. On a success, up to your charisma modifier (minimum of one) of the enemy creatures that can see you, counting from closest to farthest from you, is frightened of you until the end of your next turn. On a failure, you can choose to either drop your weapon or damage yourself with your weapon as if you attacked yourself successfully. Once you do this, you must finish a long rest before you can use this feature again.
Fight over Flight
You've learned to use adrenaline rushes to your advantage to wildly swing in response to being attacked. Starting at 15th level, you can use your reaction to attack a creature within 5 feet that damaged you. Make a melee weapon attack against them with disadvantage.
Competence
At 18th level, the fact that you can fight as well as you can is a miracle. On a critical attack, the creature you hit (or if the attack kills, the closest enemy creature) must succeed on a DC (8 + your proficiency modifier + your strength modifier) wisdom saving throw or be confused as if through the confusion spell until the end of their next turn.
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Posted Dec 1, 2021funy