Base Class: Fighter
You are an inspiring warrior with a reason to fight, your life is less important than your cause and will gladly die in it's name.
Martyrdom
When you are reduced to zero hit points you may as a reaction, let out a final call to arms. This grants all allies who can see and hear you the same effects a long rest but also counts as 2 death save failures and your next death save is made with disadvantage.
Battle Cry
As a bonus action let out a call to arms and increase the weapons' attack and damage rolls by plus +1 on a number of allies (that can hear you) equal to your charisma modifier. This ability may also be used on yourself as well, provided another ally also gains it's benefit. You may also stack the effect instead of evenly distributing it.
Weapon of choice
Choose a specific weapon type (I.E Longsword, Maul or Spear) and gain an extra 1/2 damage dice to damage roll.
- 1d12 or 2d6= +1d6
- 1d10= +1d10/2
- 1d8= +1d4
- 1d6= +1d6/2
- 1d4= +1d4/2
Note: This ability only applies to the base damage of the weapon type and is unaffected by magic properties or spells but the extra die is doubled on critical hits.
Unwavering Warrior
You gain immunity to frightened and charmed conditions and gain resistance to psychic damage.
Reckless Abandon
When you or an ally you can see are below half health, you can choose to activate this ability. If you make a melee attack and hit, you can make it automatically a critical hit and applies to all subsequent hits in multi attack; but for 1 round any attacks that hit you are also considered critical hits.
Additional Fighting Style
Choose an additional Fighting Style.
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.
Expanded Critical Range
Starting at 18th lvl your weapon attacks score a critical hit on a roll of 19 or 20.
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