Base Class: Fighter
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Punishing Blow
Starting at 3rd level, you become better at defeating enemies who are at some kind of disadvantage. While you are wearing light armour, whenever you hit an enemy that is suffering from a condition or hit an enemy with an opportunity attack and deal damage the weapon's damage increases by an amount based on your level in this class, as shown in the Opportunistic Strike Damage table.
|
Fighter Level |
Damage Increase |
|---|---|
|
3rd |
1d6 |
|
10th |
2d6 |
|
16th |
3d6 |
|
20th |
4d6 |
Reckless Bravado
At 3rd level, your sheer confidence affects your ability to strike without being struck. While wearing light armour, you gain a bonus to your armour class equal to your Charisma modifier.
You also gain the ability to add your Charisma modifier to any saving throw against an effect that would give you the Frightened condition.
Menacing Swagger
Starting at 7th level, whenever you move towards a creature, even your movement can strike fear into their hearts. You can use your bonus action to attempt to frighten a creature within 30 feet of you that can see you. The creature makes a wisdom saving throw. On a failure, they become Frightened of you. At the end of each of their turns, they can repeat this saving throw. The condition lasts for 1 minute or until they succeed on the saving throw.
The DC for this is equal to 8 + your proficiency bonus + your Charisma modifier
You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature. You can also choose from one of the following additional styles:
Adaptive Fighting.
If a certain environment would favour creatures with certain abilities - such as the disadvantage imposed on creatures without swimming speeds while fighting underwater - you ignore these disadvantages. Creatures that are negatively affected by this environment also become affected by your Punishing Blow.
Mobility
While wearing light or no armour, opportunity attacks against you have disadvantage, climbing no longer costs you extra movement, and when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Quick Draw
If you have no weapons drawn when a combat begins, you may add your Charisma modifier to your initiative roll. If you hit a creature with a weapon attack before they have taken a turn in combat, you may make the attack a critical hit. You can only make a hit a critical in this way a number of times equal to your Charisma modifier.
Dirty Shot
By 15th level, you have become an expert at luring enemies over to you, only to blindside them with a crossbow bolt or bullet to the stomach. When an enemy moves within 5 feet of you and you have a ranged weapon with the light property on your person and a free hand, or have a ranged weapon with the light property drawn, you may immediately use your reaction to make an opportunity attack with it. You don't have disadvantage on this roll.
Additionally, you can load a martial firearm even with a light weapon in your other hand.
Vicious Strike
At 18th level, attacks affected by your Punishing Blow become critical hits on a roll of 19-20, and you regain a use of your Menacing Swagger on a roll off 19 or 20 on a d20 attack roll.
Bleeding Strike
Upon reaching 18th level, you learn to deal lasting damage to an opponent when it matters. Whenever you score a critical hit on an attack with your Punishing Blow, the target additionally suffers half of the damage from the attack at the end of its next turn.
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Posted Jan 14, 2021Finally, a subclass that lets you feel the exaggerated swagger of Human Fighters.
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Posted Apr 17, 2019This isn't the final version! Published it to show to someone who wasn't in any of my campaigns without realising it couldn't be edited or deleted.