Fighter
Base Class: Fighter

Among the ranks of warriors stand those who, after reaching the peak they sought, go out to find new horizons. They possess exceptional talent and skill that place them above their peers. These veteran travelers rarely miss a single detail, their experiences lending them knowledge in every situation; they note down and use the littlest, most mundane anomaly, whether it is a person's nervous tick or the shadows in a dark alleyway. Voyagers use the vast library of knowledge in their minds to spearhead their goals, their determination earned from trials pushed to the forefront.

Seer of the Battle

You can use your strengths and experiences to fuel your sight. Starting at 3rd level, you can choose to add your Strength or Dexterity modifier to Insight checks instead of your Wisdom modifier.

Additionally, some of your features require enemies to roll a saving throw. The DC, your Voyager DC, is 8 + your proficiency bonus + your Wisdom modifier.

Watcher of the War

Starting at 3rd level, your expertise lends you observation and introspection. You gain proficiency in the Insight and Perception skills. If you were already proficient in either skill, you can double your proficiency bonus during a check. Additionally, as a bonus action on your turn, you can focus your ire on a creature within 30 feet of you and force your will against theirs. They must make a Charisma saving throw against your Voyager DC. You roll a number of d6s equal to half your Fighter level and, on a failed save, deal psychic damage equal to the roll.

You can focus your ire a number of times equal to your proficiency bonus. You regain all uses when you finish a long rest.

Scorn of the Commander

Starting at 7th level, you learn to exploit a foe's weakness to knock them down. When a creature fails their attack roll for a melee attack against you, you can use your reaction to make an Insight check contested against the creature's Performance check. If it fails, it takes psychic damage equal to five times your proficiency bonus. If the creature's size is Large or smaller, it must make a Dexterity saving throw (against your Voyager DC) or be knocked prone. 

You may only use this ability once per short or long rest.

Attack of the Gladiator

Starting at 10th level, you learn to strike quickly and viciously in combat. When you use your Action Surge feature, your next attack rolls are made with advantage. Additionally, when a hostile creature ends its turn 5 feet away from you, that creature provokes an attack of opportunity. This attack of opportunity is made with advantage.

Strike of the Assassin

Starting at 15th level, when you use your Watcher of the War action, the next attack that you make against that creature has a bonus to the attack roll equal to your proficiency bonus + your Wisdom modifier. Additionally, you master sneaking a strike in as you dash away from your opponent. When your turn ends, you may take an extra Attack action.

Endurance of the Champion

Starting at 18th level, your skill and experience hones into true glory, making you exceedingly difficult to stop. You become resistant to non-magical piercing, slashing and bludgeoning damage. Additionally, when you are targeted by a spell of 5th level or lower, you may use a reaction to make a Insight check contested by the creature's Perception check in order to negate the spell’s effect against you. If the spell forces you to make a saving throw, you can take this reaction after you roll, but before you find out whether you succeeded or failed. Additionally, when you make an attack of opportunity, you can make 2 attacks instead of 1.

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