Base Class: Fighter
Known as Sheriffs. These folks have a strong sense of law and order. They will carry out investigations, gather evidence, make judgments and at times act as executioners.
Punish the Guilty
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
If you score a critical hit, on your first attack of your first turn in combat, you can add 1d6 to the weapon damage you do.
Finding the Guiltiy
There are two rules to being a person responsible for law, order and public saftey:
- Physical evidence - you need to find things and make deductions based on what you find from a crime scene. You gain expertise in investigation.
- Emotional evidence - you have learnt that understanding suspects and witness testemony is key to getting information. Either spotting a lie, or detecting a frame of mind. You gain expertise in the insight skill .
Witness Protection
At 7th level, you gain the Protection & Interception Fightings style having spent spotting cues on the body language of attackers, spot would be threats at times of damage.
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.
An Eye for Trouble
Once you hit your 10th level in this Archetype; you gain a bonus to all initiative rolls equal to your proficiency bonus in an effort to get a jump on a lawbreaker.
Knack for Execution
You over your training and experience you have tailored your skills to delivering intense and potent damage in order to put down an enemy in the most painless way possible; your execuction style.
Starting at 15th level, your weapon attacks score a critical hit on a roll of 19–20.
If you score a critical hit on your first attack, of your first turn in combat, add an additional 2d6 to your weapon damage.
In for the long haul...
At 18th level, you attain the pinnacle of resilience in battle. You have spent time learning how to bind wounds, staunch bleeding, pop pills even in the heat of battle. As an action, you can use use to three of your hit dice to regenerate health.
You can also trigger this effect in others. If a creature within 5ft of you is unconcious, you can use your hit dice (to represent your first aid equipment, cababilities etc..) to restore HP to them.
In addition, If a you take a hit; after using your hit dice as described above; which would reduce you to 0HP, you remain on 1HP rather than falling unconscious.
Previous Versions
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11/3/2019 8:29:57 PM
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3
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1.0
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11/5/2019 2:28:01 PM
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3
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1.2
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8/24/2022 9:42:46 AM
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139
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14
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2
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Coming Soon
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