Fighter
Base Class: Fighter

This is unoffical content created by FungalBrews, an amazing homebrewer over on Reddit.  If you'd like to peruse their works, including the compendium from which this subclass is taken (The Warrior's Codex), visit their profile!

The archetypal Exemplar is a simple, mighty warrior who combines raw power with rigorous training. Regardless of the weapons they wield, an Exemplar displays martial prowess honed to deadly perfection. They might be even more effective than other warriors using the tried-and-true, or experiment with a variety of bizarre weapons and exotic fighting styles. To them, it matters little: to be an Exemplar is to make any warrior archetype possible. Masters of any weapon they find, or even items never meant to be weapons, Exemplar are larger-than-life inspirations who are never without a weapon and whose inhuman endurance means they are always ready for battle.

Strike True

You are the master of every weapon and every fighting form. When you choose this archetype at 3rd level, you gain proficiency in all exotic weapons and shields, and in improvised weapons. Any weapon you wield has a damage die of 1d8 while you use it, unless it already uses a larger die or multiple damage dice. Finally, your weapon attacks score a critical hit on a roll of 19 or 20. This expands to include a roll of 18 at 15th level in this class.

Remarkable Athlete

Starting at 7th level, you add your proficiency bonus to all Strength, Dexterity, and Constitution checks you make that you are not already proficient in, and to the length of your long jumps and height of your high jumps. You gain proficiency in your choice of Athletics or Acrobatics, and your proficiency bonus is doubled for any ability check you make using your choice. In addition, your speed increases by 5 feet.

Empowered Fighting Styles

At 10th level, you become a master of your chosen styles of combat. Choose one additional fighting style from the options presented to you. Both your choice and the fighting style you gained at 1st level in this class grant you additional benefits, which are listed below.


Archery. Once per turn when you make a ranged weapon attack roll and miss, you can reroll the attack roll against a new target within 5 feet of the original.

Blind Fighting. You have truesight out to a range of 10 feet.

Defense. You gain an additional +1 bonus to AC while wearing armor, and you don and doff armor in half the time.

Dueling. When wielding a melee weapon in one hand and no other weapons, you can use a bonus action to attempt to disarm a creature when you hit it with that weapon.

Great Weapon Fighting. When you attack with a melee weapon held in two hands, you can grant that attack the sundering or sweeping property. Additionally, if your size is Small, you wield heavy weapons without penalties.

Interception. If you successfully reduce the damage of the intercepted attack to an amount less than your fighter level, the target of the attack takes no damage instead.

Protection. If you impose disadvantage on an attack roll and it misses, you can make one melee weapon attack against the attacker as part of the same reaction.

Superior Technique. You learn another maneuver of your choice from among those available to the Battle Master archetype, and gain an additional superiority die.

Thrown Weapon Fighting. When you hit with an attack with a thrown weapon, you can push the target up to 5 feet away from you in a straight line.

Two-Weapon Fighting. When you miss an attack with a weapon that you are are holding in one hand, you gain advantage on the next attack you make against the same target with the weapon you are holding in your other hand, so long as you make both attacks on the same turn.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

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.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

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.

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

 

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.  In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

 

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.  At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Final Stand

Starting at 15th level, your indomitable will lets you power through mortal injuries. When you succeed on a death saving throw, you can choose to regain 1 hit point. When you do so, your current level of exhaustion is reduced by 1, you stand without consuming any movement, and can take your turn as normal.

Creatures of your choice that can see you gain a number of temporary hit points equal to your fighter level + your Charisma modifier. After you use this feature, you must finish a long rest before you do so again.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain a number of 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.

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