Fighter
Base Class: Fighter

Myrmidons are highly trained warriors, versed not only in strategy and tactics, but in the glorification of the warrior's spirit, the basis of an ethos that celebrates the art of war.

Some Myrmidon's dedicate themselves to the service of others, often a patron king or wealthy merchant. However, other Myrmidons simply fight for the sake of fighting, reveling in the glory of battle. Most Myrmidons carry two weapons in combat, ensuring they have as many opportunities to land that crucial strike as possible.

Combat Superiority

Starting when you choose this archetype at 3rd level, you gain advanced maneuvers in combat. When you take the Attack Action on your turn and attack with a Light weapon in one hand, you can make one extra attack as part of the same Action. That extra attack must be made with a different Light weapon in the other hand, and you don’t add your Ability Modifier to the extra attack’s damage. Additionally, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn two maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have three superiority dice, which are d6s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

On the Mark

At 7th level, when you make a thrown weapon attack, you can move up to your speed toward the enemy as a bonus action and make another weapon attack if you are wielding another weapon. If you do so, and the attack hits, it deals an additional 2d8 damage. Your movement while using this feature does not provoke opportunity attacks and you must end this move closer to the enemy than you started.

This damage increases to 3d8 at 10th level and 4d8 at 15th level.

Remarkable Athlete

When you reach 10th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

In addition, you can take the Dodge action as a bonus action.

Aggressive Openings

When you reach 15th level, your vigorous training has prepared you for the onset of battle. On your first turn in combat, you can take one additional action.

The Will to Live

At 18th level, combat exhilarates and refreshes you. At the start of each of your turns, you regain 2d10 hit points 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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