Fighter
Base Class: Fighter

A champion of natural weapons

Improved Natural Weapons

  • Beginning when you choose this archetype at 3rd level, your natural weapon attacks score a critical hit on a roll of 19 or 20.
  • Gain the two-weapon Fighting style.
  • Natural weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • You can transform one magic weapon bonuses into your natural weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your Improved Natural weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Remarkable Natural Athlete

Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Your Natural Weapon Attacks become stronger moving up one die type, d4>d6>d8>d10>d12>2d6>2d8>2d10>2d12

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

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 Natural Weapons

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.

Your natural weapon attacks increase in magical rating by 1.

Your Natural Weapon Attacks become stronger moving up one die type, d4>d6>d8>d10>d12>2d6>2d8>2d10>2d12.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.

Previous Versions

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1/19/2022 5:20:22 AM
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