Fighter
Base Class: Fighter

Resilient warriors that have trained to endure the most deadly of situation but always coming on top, they don't fight with their strength but rather with their endurance as it provides them what they need for survival in the battlefield. Simple fighters but yet formidable in sustainability.

Perseverance

Starting at 3rd level, whenever you use your Second Wind feature you may add your Constitution modifier to the roll and heal for the total rolled. Additionally if you are under half your hp maximum you gain regain your Second Wind feature, if you get under half your maximum hp and haven't used your first Second Wind feature you instead heal for 1d10+ your fighter level at the start of your turn and do not regain your second Second Wind feature you would with this ability.

This only happens once per short rest.

Judgement

Starting at 7th level, you gain profiencicy in Insight and Perception checks. Additionally you also add your Constitution modifier to both checks.

Decisive Strike

Starting at 10th level you can make a decivise and precise strike. The first time you hit with a weapon attack on your turn, you can add you constitution modifier to the damage.

You can only do so a number of time equal to your profiencicy bonus per short rest.

Courage

Starting at 15th level, your combat experience has served you when you've needed it. As a bonus action you enter a defensive position that lasts for 1 minute as you raise your shield gaining +2 AC, gaining a number of temporary hit points equal to your fighter level and you can't be move against your will. While in this position your speed is halved and you can't take the Dash action. This ends when you get knocked unconsious or end it as a bonus action. You must be wielding a shield to use this ability and only use it once per short rest.

Sentry's Sigil

At 18th level your pure presence in the battlefield has made you capable of taunting enemies with just your presence. As a bonus action you can choose three creature within 60ft of you, they must make a Wisdom saving throw against this abilities DC, on a failure they are compelled to target you by any means necessary, each time a creature taunted by you damages one of your allies it takes psychic damage equal to your Constitution modifier. Additionally any taunted creature has disadvantage on any attack rolls made against your allies, and your allies have advantage on any saving throws the taunted creature makes them do. If a creature succeeds on the saving throw they are immune to this ability for 24 hours.

This presence last for 1 minute, and if a creature that is taunted drops to 0 hit point you can immediately chose a different creature that is within 60ft of you to be taunted forcing them to make a Wisdom save, once there are no hostile creatures to taunt you can only use this ability again after a short or long rest

DC is 8 + Prof + Con

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