Fighter
Base Class: Fighter

The training of the standard Sangheili warrior.

Brawler

You can add your strength modifier to any unarmed strike. You may use your bonus action to make an unarmed strike.

Rigorous Training

At 3rd level you gain +1 to your STR or CON score, Advantage on Athletic checks, and proficiency in firearms.

Combat Initiate

Beginning at 3rd level you may sacrifice your bonus action to reroll your attack die, but you must take the new value no matter what. Advantage does not count towards this new roll (if you have advantage and decide to reroll after the first 2 die then you only roll once) Disadvantage still applies.

Remarkable Athlete

Starting at 7th level when you make a running long jump, the distance you can cover increases by a number of feet equal to twice your Strength modifier. And you can add +1 to acrobatics and athletics checks.

Melee Specialist

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

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.

Two-Weapon Fighting

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

Devastating Blow

Starting at 15th level, you can once per long rest, add your strength modifier to your melee attack or double your strength modifier and use that value as damage. (You must choose BEFORE rolling damage)

Resilient

At 18th level, 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.

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