Fighter
Base Class: Fighter

Fighting isn't something the Warmonger does out of necessity; they don't fight for glory, fame, a cause, nor even fortune; though those are all fine benefits. They fight because they are good at it, and because they enjoy it. Conflict boils their blood; it fills them with pride and focus.

Their observations and experience have taught them how to win battles, not just fights. They control the battlefield to aid their allies and manipulate their foes.

Decisive Blow

Beginning when you choose this archetype at 3rd level, your decisive blows invigorate your fighting spirit. Whenever you land a critical hit or reduce a creature's hp to 0 with a weapon attack, you may choose one of the following benefits:

  • You gain Advantage on your next weapon attack.
  • You may take the Dash, Disengage, or Dodge action as a Bonus Action this turn.
  • You gain temporary hit points equal to the damage you rolled against that creature this turn.
  • Increase your critical hit range by 1 until the end of this combat. This range cannot exceed your Proficiency bonus. (With +2, your maximum crit range is 19-20.)

If you become Incapacitated, all benefits from this feature reset as if they never activated.

When you reach 10th level in this class, you may choose from these additional options as well:

  • Regain a use of your Action Surge feature. Choose this option only once per Short Rest.
  • Regain a use of your Indomitable feature. Choose this option only once per Short Rest.

Rhythmic Maneuvering

Starting at 7th level, you've learned to manipulate the cadence of battle. After Initiative is rolled, and at they end of your turn, you may add or subtract your Proficiency, Strength, Dexterity, or Constitution bonus to any one creature's Initiative. Additionally, on your first turn in combat, you gain an additional 15ft of movement.

*Note: This ability requires your DM to maintain and adjust the Initiative values of all creatures in combat, potentially changing turn order.  As far as I am aware, there are no other abilities nor spells that affect this facet of the game. If this is too difficult for your DM to manage, talk with them, and consider replacing this feature with a different subclass' level 7 feature.*

Turn the Tide

At 10th level, you can expend a use of your Action Surge to produce one of the following effects.

  • Give an ally within 5ft of you an extra Action to use immediately on your turn.
  • Paralyze a creature you dealt weapon damage to this turn until the end of your next turn. They may negate this effect with a Constitution Saving Throw vs a DC equal to the damage you dealt to that creature this turn.
  • Force a large or smaller creature within 5ft of you to move with you this turn, remaining within 5ft regardless of their movement. You may reposition them to any space within 5ft of you when you end your movement. If the creature cannot follow you, you may exit its space without provoking an attack of opportunity. (Example: moving through a space too narrow for it to fit.)
  • Move yourself and an ally within 5ft of you up to your movement speed without provoking attacks of opportunity. You may reposition the ally to any space within 5ft of you when you end your movement.
  • Use your Reaction to turn any one successful attack roll made against a creature within 5ft of you into a critical hit.
  • Use your Reaction to cause a successful attack made within your equipped weapon's attack range to miss instead. You may only use a ranged weapon's range if their are no hostile creatures within 5ft of you.

Superior Aid

Starting at 15th level, when you take the Help action to assist an ally with an attack roll against a creature within 5ft of you, any successful attacks they roll become critical hits.

Battle Instinct

At 18th level, your instincts prepare you for battle regardless of your current condition. Whenever you roll for Initiative, regain all expended uses of either your Action Surge or Indomitable features.

Additionally, whenever you use your Action Surge or Indomitable features, you may roll any Attack Rolls, Ability Checks, or Saving Throws rolled this way with Advantage (you may use this outside of combat as well).

Lastly, you may use your Second Wind feature at will without needing to complete a short or long rest, but only during combat.

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