Fighter
Base Class: Fighter

The deadly Warchief relies on both his mastery of combat and his raw power to overcome foes. A warchief uses his unbreakable body and spirit to inspire his allies to glory.

Warcry

Starting at 3rd level, you fierce roar in battle inspires your allies and deters your foes. As an action, let out a cry that can be heard clearly within 500 feet. For 1 minute, all friendly creatures that can hear you gain +10 movement speed, and a bonus to their next attack roll or saving throw against a creature within 15 of you equal to your proficiency bonus. All hostile creatures must succeed in a Charisma saving throw (DC: 10 + your Constitution modifier + your proficiency bonus) or receive the same effect as a penalty instead of a bonus (movement speed is unaffected).

You can use this feature once per long rest. You gain an additional use at 7th, 10th, and 15th level.

Physical Excellence

Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check or saving throw you make that doesn't already use your proficiency bonus.

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.

Goading Strikes

Starting at 15th level, the first time you hit a creature with a melee weapon attack on your turn, that creature must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

 

Wardance

Starting at 18th level, you have mastered the art striking with both ruthlessness and grace. Your weapon attacks score a critical hit on a roll of 19 or 20. In addition, on your turn, when you attack with a melee weapon and score a critical hit or reduce a creature to 0 hit points, you can make one melee weapon attack as a free action against another creature within range.

Previous Versions

Name Date Modified Views Adds Version Actions
8/8/2019 5:33:06 PM
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