Base Class: Fighter
Fight for the crowd's favor, make spectacle of your skill and execute your opponents brutally
Combat Entertainer
At 3rd level when you take this subclass you become proficient in Performance checks. Additionally you learn to counter the maneuvers of your opponents.
- If you are within 5 feet of a creature that has taken the Dodge Action you do not have disadvantage on melee weapon attacks to hit them.
- You ignore the effects of the Disengage Action.
- If a creature used their full Movement or took the Dash Action to come within 5 feet of you, you may use your Reaction to make a Charisma(Performance) check versus their Dexterity(Acrobatics). If you succeed, swap positions with them and cause them to fall prone. You may then make one melee weapon attack against them as part of the same Reaction. If you fail, the first attack they make against you this turn has advantage.
Roar of the Crowd
At 3rd level when you take this subclass, your Second Wind inspires you to perform better. Whenever you use your Second Wind feature you also gain an Inspiration die (1d6) that can be used on any ability check, saving throw or Attack roll for one minute. The die scales up to 1d10 at 10th level.
Infamous Prowess
At 7th level your ability becomes unparalleled, you gain an additional Reaction per turn. Additionally when you succeed a saving throw, if a creature is within 5 feet of you, you may use a Reaction to make one melee attack.
Additional Fighting Style
At 10th level, you gain another fighting style.
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.
Slayer
At 15th level when you hit a creature that has its full hit points, your first attack against that creature deals extra damage equal to half your Fighter level.
Thumbs Down
At 18th level Whenever you have Advantage on a weapon attack you can choose to forgo the second roll and if you hit with the single roll it counts as a Critical Hit. If your single roll lands on a Natural 20, add an extra 1d10 to the damage. You must announce you are forgoing the second roll before rolling.
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