Base Class: Fighter
Fighters of the Daredevil archetype excel when taking big risks and putting themselves in harm's way. Those who are trained in this style of fighting are often considered reckless and naïve, learning that to take hits and draw attention, in the right way, is just as crucial as inflicting damage. Fighters of this archetype often gather their experience through trial and error, often saying that success is impossible without failure.
Vital Force
Starting when you choose this archetype at 3rd level, you are able to find power through pain, by becoming energized when an enemy hits you.
When you sustain damage from any non-magical attack, you can deal bonus damage on your next turn by expending 1 of your vitality dice.
Vitality Dice. You have a number of vitality dice equal to your proficiency bonus, which are d10s. You can add the roll to your normal attack damage on your turn. A vitality die is expended when you use it and you regain all vitality dice after you take a long rest.
Trained to Fall
Also beginning at 3rd level, your training has taught you how to fall correctly, in order to reduce the damage you take. When you fall from 30 ft. or less you take 0 damage. Furthermore, any additional height that you fall, over 30 ft., equals 1d4 damage per 10 ft. (instead of the usual 1d6).
Impulsive Wedge
Starting at 7th level, when an enemy makes a melee attack at a friendly creature that you can see within 10 ft., you can use your reaction to wedge yourself between them. This reaction costs 0 movement for you. You can choose to push one of the creatures that you wedge yourself between, moving them back 5 ft. The creature that you choose to push must make a Strength saving throw, DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). A friendly creature can choose to fail this saving throw automatically.
Once you are jammed between the enemy and friendly creature, you aid to block the attack, giving the attacker disadvantage.
You can use this ability a number of times equal to your proficiency bonus and expended uses replenish after a long rest.
At 12th level, the range of your reaction increases to 20 ft.
Improved Vital Force
At 10th level, your vitality dice turn into d12s and can be applied after taking any type of damage, magical or non-magical.
Thick Skinned
Beginning at 15th, you become overly familiar with taking bruises and beatings. You are now resistant to bludgeoning damage.
Improved Second Wind
Starting at 18th level, your tolerance for pain becomes greater making it easier to push yourself further. You now have 2 uses of Second Wind before taking a short or long rest.
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