Base Class: Fighter
You have trained yourself to fight with a primal ferocity.
Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Ferocious Fighter
Starting at 7th level, you gain two Rage points, you can expend one Rage point to gain advantage on one attack roll or STR check.
You regain all expended Rage points when you take a long or short rest.
You gain one additional Rage point at 11th, 14th, 17th, and 20th levels.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
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.
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.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.
Survivalist Fighting
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 10 + 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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