Base Class: Fighter
Although you are a fighter, winning a fight isn't always about killing everyone; sometimes healing your allies can give you the strength to push past the conflict.
Imbued Arsenal
Beginning when you choose this archetype at 3rd level, you can imbue a weapon once every long rest (only one weapon can be imbued at a time), causing the weapon to channel life force into the target. When attacking with an imbued weapon, the target is healed for 25% (rounded down) of the damage roll rather than being damaged.
At 7th level: 40% of damage roll (rounded down) heals target. (20% if multiclassed)
At 10th level: 65% of damage roll (rounded down) heals target. (40% if multiclassed)
At 15th level: 80% of damage roll (rounded down) heals target. (60% if multiclassed)
At 18th level: 100% of damage roll heals target. (85% (rounded up) if multiclassed)
Inspiring Aura
Upon reaching 7th level, you inspire those around you. Allies within a radius of 5ft take 15% less damage (rounded up)
At 10th level: Aura radius increases to 10ft
At 15th level: Damage reduction increases to 25% (rounded down)
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
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.
Healing Field
Starting at 15th level, allies within your inspiring aura regain health at the end of each turn health equal to your constitution modifier (while under 50% (rounded up) of their max health). If health = 0 then there is no effect
True Healer
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points. You can also cast revivify once per long rest
Previous Versions
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