Base Class: Fighter
This is a class designed to kill monsters and dragons, as well as have defense against some key crowd control effects. It opens up some interesting flavors for fighter.
Peerless Valor
Beginning when you choose this archetype at 3rd level, you are immune to the frightened condition and have advantage on all saving throws against creatures of size huge or larger.
Fluid Movement
Your training fighting against monsters has granted you deft movements as you predict their course of action. Any time during your turn where you haven't taken your action, any attack of opportunity you trigger against your pc is at disadvantage.
In addition to this you gain proficiency in either intimidation (cha) or perception (wis) checks, your choice. This choice cannot be changed.
Mighty Blow
At 10th level, you may use your bonus action to either add your wisdom modifier or your charisma modifier to the attack roll if you attack with a weapon you are proficient with.
Slayer's Preparation
Starting at 15th level, when initiative is rolled, you may forgo your first turn. If you do so, when you use the attack action, critical attacks roll an extra dice. This effect does not apply to spells or any other forms of bonus damage.
The Final Blow
At 18th level, if you attack any creature large or above at advantage and with a magical weapon, you may make the target vulnerable to the damage type of your choice. If a creature is resistant to that type of damage, this overrides that (you still deal double damage). However, if a creature is immune to that type of damage, the attack still does nothing. This effect ends at the end of your turn.
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