Base Class: Fighter
Fighters who strive to push the limits of one’s physical condition so that they become stronger are revered as Martial Artists. They undergo self-imposed training regiments that continuously test their skill, eventually reaching levels that some would claim to be supernatural. Many young adventurers seek discipline under martial arts masters so that they too can become legendary.
Bonus Proficiencecs
You gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, History, or Insight.
Acrobatics
You gain Proficiency in Acrobatics
Athletics
You gain Proficiency in Athletics
History
You gain Proficiency in History
Insight
You gain Proficiency in Insight
Monastic Power
Your martial training awakens the mystic energy of ki within yourself. Your access to this energy is represented by a number of ki points, equal to half your fighter level, rounded down, and they fuel various ki features you have, which are detailed below. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. In addition, if you spend 1 ki point or more as part of your action on your turn, you can make one weapon attack as a bonus action before the end of the turn.
Some of your ki features require you to make an attack roll against a creature. The attack modifier is calculated as follows:
Ki Attack Modifier = your proficiency bonus + your Wisdom modifier
The features below use your ki points.
- Empowered Strike. When you make an attack roll against a creature, you can spend 1 ki point to gain advantage on the attack roll.
- Wild Sense. When a creature you can see within 30 feet makes a ranged attack against you, you can use a reaction and spend 1 ki point to immediately teleport to an unoccupied space behind and adjacent to the attacker, causing the attack to miss. If no such space exists, this feature fails.
- Ki-Empowered Fortitude. As a bonus action, you can spend 1 ki point to improve your fortitude. For the remainder of your turn, you can carry, push, drag, and lift thrice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).
Zealous Roar
Whenever you make a saving throw, you can summon your spirit into a powerful roar. You gain advantage on the saving throw, and the roar is audible up to 100 feet away. You can use this feature twice between long rests.
Additional Fighting Style
You’ve become experienced with multiple styles of combat. You can choose a second Fighting Style option.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Close Quarters Shooter
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
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.
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.
Mariner
As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
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.
Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)
- You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Tunnel Fighter
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
- At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Martial Arts Master
Your connection to the mystic energy of ki expands, granting new ways to spend your ki points, detailed below.
- Ki-Empowered Arrow. As an action, you can spend 2 ki points to make a ranged weapon attack against a creature you can see within 120 feet of you. On a hit, the target takes force damage equal to 2d10 + half your fighter level.
- Ascending Spirit. As a bonus action, you can spend 4 ki points to activate your Second Wind feature, even if you have no available uses remaining.
Fabled Warrior
You’ve become an unrivaled paragon of martial mettle. When you roll initiative and would have no ki points remaining, you automatically regain 2 ki points.
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