Fighter
Base Class: Fighter

Created by followers of Lolth, to drive back their foes with intense vigor. Leaving no room for their foes to breathe.

School of the Leviathan

Beginning when you choose this archetype at 3rd level, training in this style, you’re primarily a duel-wielding fighter. It was ingrained within you to drive your foes back, never giving them a moment to breathe or consider what they could do to counterattack; when you’re finished with them there should be nothing left. You gain the following benefits:

o   Whenever a creature provokes an opportunity attack from you, you can make an offhand attack as part of that strike.

o   Attacks made with your off-hand weapon critically hit on a 19-20.

o   While wielding a weapon in your offhand you can make an additional offhand attack as part of your main attack action.

Tongue of the Viper

Starting at 7th level, a number of times equal to your charisma modifier (minimum once) per long rest, on your turn you can try and feint your opponent into a false defense. You make a Charisma Check (Intimidation/Performance/Deception) against the targets insight. On a success you gain advantage on all your melee attacks for the rest of the round against that opponent.

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.

Dance with Death

Starting at 15th level, you’ve had dozens of fights to the death and your senses are heightened. Death is merely one of your sparring partners, it seems:

o   Attacks made with your off-hand weapon critically hit on a 18-20.

o   When you make an attack with your bonus action, you can move up to 10 feet before or afterward. You can only use this movement once per turn.

o   When a creature hits you with a melee attack, you can use your reaction to add your proficiency to your AC causing it to potentially miss instead. If this causes a miss, you can make` an attack against them with one of your weapons.

Reckless Flurry

At 18th level, when you use your action surge you can also choose to take an additional bonus action. If you choose to do this, you gain a level of exhaustion and attacks against you have advantage until the start of your next turn.

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