Fighter
Base Class: Fighter

Athletes of all kinds can find their way to becoming adventurers, villains, or heroes. Whatever led them to adventuring, athletes make use of their physical skills just as well on the battlefield as they do in competition.

Training Regimens

At 3rd level, your kind are known for their distinct and varied fighting styles.

You gain three Training Regimens among those described to you below. Once you choose a Training Regiment, you cannot change your choice.

Bob and Weave

You can take the Dodge action as a bonus action on your turn. You can use this feature twice before you must finish a short or long rest.

Counter Strike

When you are hit with an attack roll, you can use your reaction to make a single weapon attack against the creature that hit you if they are within range. You can do this twice before you must finish a short or long rest.

Crowd Favorite

When you use your Second Wind feature, choose a number of allies that can see you equal to your Proficiency bonus. The allies you choose gain temporary hit points equal to 1d8 + your Fighter level.

First Place

You gain proficiency in the Athletics and Acrobatics skills, if you weren't proficient already. Your proficiency bonus is doubled for any ability checks that use these skills.

Furious Footwork

You can take the Disengage action as a bonus action.

Heavy Lifter

Once per turn, when you Shove a creature, if you succeed on the Strength (Athletics) check, you can chose to shove the target up to 20 ft. away from you, and the target takes bludgeoning damage equal to 2d6 + your Strength modifier. You can use this feature twice before you must finish a short or long rest.

Knock Down

When you hit with a melee attack, make a Strength (Athletics) check contested by the target's Strength (Athletics) check. On a failure, the target is knocked Prone and takes bludgeoning damage equal to 1d10 + your Strength modifier (in addition to the damage from the attack roll). You can use this ability twice before you must finish a short or long rest.

Lunger

As a bonus action, the range of all of your melee attacks increases by 5 ft. until the end of your turn. You can use this feature twice before you must finish a short or long rest.

Mixed Martial Arts

When you hit a creature with a melee attack, you can make an unarmed strike as a bonus action. This unarmed strike deals 1d4 + your Strength modifier in bludgeoning damage.

Shotput

Your attack range is doubled with a Thrown Weapon.

Additionally, if you have moved at least half your speed before making an attack roll, you can adopt a special throwing stance as a bonus action. You add your proficiency bonus to all damage rolls you make with Thrown Weapons until the end of your turn. You can use this feature twice before you must finish a short or long rest.

Showtime

You can add your Strength modifier to your initiative rolls.

Sprinter

You can use the Dash action as a bonus action.

Vice Grip

You can attempt to Grapple a creature within range as a bonus action. While you have a creature grappled in this way, you gain +2 to your AC, as you use their positioning to your advantage.

Improved Regimen

At 7th level, you think you can put in some extra training into your routine.

You gain an additional Training Regimen of your choice.

Deflect

At 10th level, you can try and anticipate an attack coming your way.

As a reaction, you can try to block a single weapon attack roll made against you. Make a Strength (Athletics) check contested against the attack roll against you - if you succeed, you successfully block the attack from hitting you, and take no damage.

Athlete's Endurance

at 15th level, it is very difficult to physically put you down. 

You gain advantage on saving throws you make against being knocked Prone, Restrained, or Stunned.

Physical Perfection

At 18th level, you are the epitome of physical fitness.

You have advantage on all Strength, Dexterity, and Constitution saving throws.

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