Fighter
Base Class: Fighter

Choking dust, twisted metal, skin-melting radiation, savage beasts, and even more savage people. That's the wasteland for you. But to a marauder, that's home sweet home.

Whether trained amidst the countless bandit hordes, or self-taught as a wandering wasteland warrior, a marauder is an unparalleled expert at facing the savageries of the post-apocalypse head-on. He trusts nothing more than his gun and his skills, and puts these to work with discipline and efficiency not seen since armies were a real thing.

(Though it is ultimately the DM's decision, it is suggested to allow the use of ranged weapons when making opportunity attacks in settings that heavily utilize firearms. Creating actions such as "suppressing fire" or "overwatch" is an excellent way to incorporate such a mechanic.)

Wasteland Merc

Beginning when you choose this archetype at 3rd level, you gain proficiency with all firearms as well as an artisan's tool set of your choice.

Shake It Off

Starting at 3rd level, when you use your Second Wind feature, you can roll the d10 twice and take the higher of the two rolls, and you gain temporary hit points equal to your fighter level.

Killer Focus

Starting at 3rd level, you can focus your killer instincts on a target to neutralize it as quickly as possible. When you enter into combat, you can designate a hostile creature that you can see as your focused target. Whenever you miss on an attack roll against the designated target, you can use a bonus action to make an additional attack against the target. If the target dies or is reduced to 0 hit points, you can immediately designate a new target if one is available.

This focus ends when combat ends, or if you take the Attack action against a creature other than your focused target.

Warrior's Edge

Starting at 7th level, you've mastered the skills and maneuvers that keep you alive in battle. You gain the following tactics, and may use them a number of times equal to your proficiency bonus, regaining uses after completing a short or long rest:

Evasive Maneuver. When you are subjected to an attack roll after taking the Dodge action, you may choose to move to an unoccupied space within 10 feet without provoking opportunity attacks. You may move this way only once per round.

Flanking Rush. When you use your Dash action while you can see a hostile target, you gain advantage on your next attack roll against that target if you still have line of sight on it after moving.

Hunker Down. When behind half or three-quarters cover, you can choose to hunker down, increasing your bonus to AC and Dexterity saving throws provided by the cover by 2 (gaining a total bonus of +4 for half cover, and +7 for three-quarters). You may hold this position indefinitely, but while doing so, your attack rolls are made with disadvantage.

Grit Your Teeth

Starting at 10th level, your quick reflexes and unyielding survival instinct kick into action when you need it most. When you take damage from an attack that would reduce you to 0 hit points, you can use your reaction to gain resistance to the damage of that attack.

Ruthless Opportunist

Starting at 15th level, any time a creature within sight makes an opportunity attack, you can use a special reaction to also make an attack against the attacker or the attacker's target, assuming you are able. Additionally, you score a critical hit on an attack roll of 19 or 20.

Die Another Day

At 18th level, your will to survive knows no bounds, granting you proficiency in all saving throws.

Additionally, when you are subjected to an effect that allows you to make any saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You may use this feature once, regaining use after completing a long rest.

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