Fighter
Base Class: Fighter

You are experienced raiding and attacking with surprise having adapted guerilla tactics to life in the north.

Run and Hit

Beginning when you choose this archetype at 3rd level, you gain benefits when you move and weave in combat. You gain the Charger feat.

When you move at least 10ft in a straight line you gain the following benefits:

  • Opportunity attacks made against you have disadvantage

After you move at least 20ft as part of a move or dash action in a straight line you gain the following benefits:

  • Your next weapon attack has advantage.
  • Until the beginning of your next turn you can use your reaction to add your proficiency bonus to your armour class when you are attacked. 

You must not be wearing heavy armour in order to benefit from this ability. 

Guerilla Warfare Expert

At third level you add bonus to handling water vehicles and stealth equal to your proficiency bonus. 

You gain the feat Medium Armor Master as a bonus feat. 

Critical Follow-up

Starting at 7th level, your attacks against enemies whom you have already damaged with a weapon attack this turn critically hit on a 18-20. 

Rending Critical

At 10th level, when you score a critical hit with a melee or thrown weapon you rend their armour or flesh. Choose one of the following effects to apply:

  • If your opponent is using a non-magical shield, the shield is damaged and provides no bonus to AC until repaired.
  • If your opponent has armour,  including natural armor, the armour is damaged and has a -1 penalty to AC until repaired. This penalty stacks with itself.
  • If your opponent is not wearing armour or using a functional shield your attack deals bonus damage equal to your fighter level. 

Deadly Follow-up

Starting at 15th level, your attacks against enemies whom you have already damaged with a weapon attack this turn critically hit on a 15-20. 

Defiant Warcry

At 18th level, whenever you take damage and, are not reduced to 0 hp or less, you may use your reaction to unleash an inspiring shout.

When you do you and all allies within 30ft, other than constructs or mindless undead, gain temporary hit points equal to half the damage taken. Until the end of your next turn they also gain resistance to the type of damage that you just took. 

You may use this ability once between long rests. 

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