Fighter
Base Class: Fighter

No king has labeled you a hero. No god has gifted you power. You aren't a genius tactician. You lack magical abilities. You've got your armor, your weaponry, that's it. That's all you need. Maybe you were a foot soldier in an army, or a knight in any army, perhaps you were or are a mercenary. Maybe you are just a wanderer and hermit. Whatever may be the case, you are trained in the sword or bow but never truly made a name for yourself. In spite of this, or perhaps because of it, you kept training, honing your body to be as capable as it can be.

Knowledge of Weaponry

Beginning when you choose this archetype at 3rd level, when you are talking about the weaponry you have or have proficiency with, (maintaining them, various uses, etc) you have advantage on Persuasion and Deception rolls. 

Additionally, you have advantage on insight when others are speaking about weaponry you have proficiency with, or you or an ally owns.

Trained

Choose one weapon type. While wielding that style of weapon, you can't be given disadvantage if the opponent is visible, in line of sight and is not protected by non-magical cover.

Critical Strike

On a critical strike, you may add 1d4 to your attack. This increases to 1d6 at level 7, 1d8 at 10, 1d10 at 15, and 1d12 at 18

Additionally, upon a critical hit, if you roll a 1 or a 2 on your damage die you may roll again.

Intensive Training

At 7th level, you gain Advantage on Survival rolls while traversing in poor weather condition (Blizzard, Extreme Heat, Storms, etc.) and while traversing harsh terrain (Mountain, Desert, Bogs, etc.) You have advantage against rolls that would give you a point in exhaustion.

In addition, you can add half of your proficiency bonus to any attack roll a number of times equal to your Constitution modifier. Once used, you cannot use it again until you take a long rest. 

Weapon Capability

At 10th level, any attack roll less than 10 can be treated as a 14 (before modifiers). You can only use this three times per long rest. Once this feature is used you can't use it again until you take a long rest.

Warrior's Discipline

At 15th level, your body and mind has toughened up considerably from your effort. Starting at 15th level, you gain the Tough feat and have advantage on all constitution checks

Additionally, you can expend one Second Wind to instead remove a point of exhaustion.

You can add 1d4 to all Wisdom Saving Throws a number of times per day equal to your constitution modifier-1 (minimum of 1).

Additionally, you have immunity to being Charmed and being Poisoned.

 

Ultimate Warrior

At 18th level, you have pushed yourself even further beyond.

On any attack roll, you can add 3+ your Constitution modifier a number of times equal to your Constitution modifier. Once this is used you must take a long rest before you can use this feature again.

Your attacks are unaffected by anything less than full cover.

You can add up to 5d10 to any attack or damage roll but will gain a point of exhaustion equal to the number of damage die to be added.

All Strength and Constitution checks and saving throws are at advantage, as well as gaining proficiency in Athletics check if you do not already. 

You can go up to seven extra nights without a long rest without gaining exhaustion.

Additionally, you gain 5 ft to your climbing, swimming, flying, burrowing, and movement speed. If you do not have a natural flying or burrowing speed you do not gain them from this. Rough Terrain no longer affects your movement speed.

Undying Warrior

At 18th level, you have grown enough that even mortal blows mean little.

You have advantage on death saving throws. If you roll a 15 or higher may expend a Second Wind and heal half that amount. If you roll a 10 or higher you may use an Action Surge to bring yourself to 1.

When a strike would take you down, you instead fall to 1. Once it is used you may not use it again until you take a long rest.

 

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