Fighter
Base Class: Fighter

One of the smaller ranking soldiers in an army, Foot Soldiers are the life blood of an army, without them warfare couldn't be waged. Trained with the longsword, these soldiers aren't very special but make up the foundation of war itself and they reflect that in the all-round nature.

Longsword Mastery

A Foot Soldier is skilled in the versatile use of their longsword, and can use it in a variety of ways. At 3rd level, you add a +1 to your hit and attack as well as criting on a 19-20 and when you make a weapon attack with a longsword, you can choose whether its' damage type is piercing, slashing, or bludgeoning before rolling damage dice

Tandem Fighting

Also at 3rd level your nature in fighting in a team has rubbed off on how you fight. Allies have advantage against creatures that your within 5ft of and you can spend an attack to help a ally within sight giving them +1 to hit and 1d4 to there attack with the same damage type if it lands.

Double Strike

Quickness with the sword is a key trait of Foot Soldiers, and as such you have honed your movements and precision. At 7th level, When you make a successful melee weapon attack on your turn with your Longsword, you can choose to strike again on a back-swing and deal an additional 1d8 damage of the same type as that of the initial attack. This feature can only be used once on your turn.

Parry

At 10th level, your quick senses and handle over your blade have allowed you to intercept incoming blows. When another creature damages you with a melee attack, you can use your reaction to reduce the damage by 1d8 + your dexterity modifier, if you fully nullify the damage you may make an attack against them with your sword with advantage and you add 1d4 onto the attack roll. You can use this feature 2 times per combat encounter.

Guardbreak and Exploit

At level 15, your skills in the sword have allowed you to find ways to open up opponents. As an attack you can guardbreak, exploiting them when there overpowered.

Guardbreak: You decide if the attack is a guardbreak before you roll ac and it deals no damage, it takes away there reaction but it ends the rest of your turns attacks, if you do this with at least 2 attack action left you may push the creature in any direction for 10ft and until there next turn all attacks made against them have advantage, if you throw them into the direction of a wall and there next to it or hit it from the throw they are stunned until your next turn. if an enemy dodges your guardbreak you grab them out of it.

Exploit: all allies and yourself deal 1d6 extra damage to creatures when they have advantage against them and will critical hit on 18-20.

Mastery of Combat

at level 18, you have reached the apex of simple sword techniques, your prowess in group combat is like that of a specialized team. When you score a critical hit, you roll 3 times the damage dice, instead of 2 times. In addition, on a critical hit, you cause a creature to start to bleed out. Whenever they begin their turn, they take 1d8 necrotic damage, and continue to take this damage at the start of each of their turns until either they are patched up by themselves or another creature with a successful DC 10 medicine check, or they receive magical healing from any source. If you attack a creature with advantage then you add the bleed without needing to critical hit but its only 1d4.

Execution: if you reduce a creature one size larger than you or smaller to below a quarter of its maximum health on your turn, you can forgo one of your attacks in an attempt to execute it. Make an attack with disadvantage and -2 to hit. On a success, the creature is instantly reduced to 0 hit points. you can use this once per long rest.

Foot Soldier Image

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