Base Class: Fighter
Master of Swordsmanship. For Hunters Campaign
Enhanced Swordsmanship
As you master your lifepath as a swordsman you find an increase in strength. Your swords weight seems natural almost as if it is an extension of your own arm. You gain the following abilities:
+1 to strength
Advantage on slashing damage
You also gain a unique ability based on your Creed. This isn't addable within DNDBeyond so just remember it
Pirate - Dirty Trick
You don't care for fancy moves and are willing to bend the rules. Once per short rest you can do one ability from the following:
Blinded: Jab at the target's eyes. Pull hood/helmet/hat over eyes. Scoop up dirt/water/sand with polearm blade and fling into eyes of target.
Dazzled: Turn blade of Sword to reflect light into target's eyes.
Deafened: Slam flat of Sword blade onto ear. Slam flat of polearm blade against helmet to cause a "gong" effect inside.
Entangled: Stick Sword between target's legs and twist. Use polearm to pull cloak/robe/other object around target's legs.
Shaken: Characterize it similar to the Feat "Dazzling Display" targeting one creature. Maybe pull an awesome spinning usage of the Sword but pull the blow with the blade mere inches from the target's skull.
Sickened: A non-lethal jab to the stomach or vitals using the blunt portion of the Sword. Otherwise known as the "nut shot."
You gain one more charge at 7th level and one more at 15th
Jaeger- Wanted
When facing any enemy with a bounty gains advantage in all rolls unless stated in an ability or stealth from armor and also gains +10 to movement
Kingsman - For Kingdom
when using a Spear, Polearm, Halberd, bayonet, Lance, and Pike and while facing an enemy of the king, you gain access to the following abilities:
Protection - when anyone you can see makes a melee attack against you or an ally within 5 feet, you can use your reaction to make a melee attack against them, if your attack roll is higher then there's, there attack is interrupted and you deal damage as normal (note if they roll the same number, re-roll)
Charge - If no enemy is within 10 feet make a charge action. You run in a straight line for 60ft and can't be stopped by an enemy unless they are 1 sizes larges. Obstacles do stop unless dm says they are weak obstacles. If so roll a d4 for every obstacle broken through and take that damage. Any enemies you pass are considered hit so you will roll to hit with a +5 above your current weapon bonus. Damage is lowered by -1 per enemy hit however you roll one dice higher than your weapon (ex if d10 do 2d6)
Can only be used once per long rest
Commoner - Jack of All Trade
Gain advantage on simple Melee weapons and a +1 to all attacks across the board.
Overwhelming Strength
Starting at 7th level, you gain the ability to grab an incoming weapon with your hand, reducing the damage taken by 1d4 + your strength modifier. This ability is a reaction and can be used an amount of times equal to you constitution modifier (minimum of 1) per day.
In addition, you can add you strength modifier to intimidate or persuasion when threatening someone with violence.
Hold the Line (Opportunity Attack)
At 10th level, you master the ability to harass and slow your enemies. As a reaction when a creature moves at least 1 foot within 5 feet of you, you can make one melee weapon attack against that creature. If you hit, the attack’s weapon deals extra damage to the target equal to half your fighter level, and the target’s speed is reduced to 0 until the end of this turn.
Slish slash
Your weapons crit on an 18, 19, or 20 natural dice roll. you also gain a bonus based on your creed
Pirate - Dismember
When you gain a crit you can choose a organic limb that is not the neck and cut that piece off. If non organic you have to roll a strength check of 16 to cut through otherwise you just deal damage.
Kingsman - Captains Orders
You can choose between the following abilities:
Stirring Display
Starting at 15th level, all allies that can see you within 30 feet gain the benefit of your Second Wind when you use it. In addition, you regain a use of Second Wind when using Action Surge.
Defensive Formation
.At 15th level, you've learned how to make the most of a battle formation. Allies who are within 10 feet of you gain +2 to AC.
Charge Men
When you do a charge attack you can order allies within 30 feet to make a charge also. If they are a player they can decide but otherwise if an NPC they will listen.
Commoner - Ace of all Trades
You gain advantage on martial melee weapons now and your +1 to attacks turns into a +3.
Tactical Withdraw
Starting at 18th level, your knack for survival urges you to avoid fatal injuries. If you take damage that would reduce you to 0 hit points, you can use your reaction to move up to half your walking speed, without provoking attacks of opportunity, to a location out of range of the attack or source of damage. If there is no safe distance or location to take cover you take damage as normal, otherwise the action or event resolves without effect on you.
Once you use this feature, you can’t use it again until you finish a short or long rest.
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