Base Class: Fighter
The Hammerfall fighters are a group of warriors who fight with more than just weapons: they use the power of their own souls while fighting, and they let this power surge through them, potentializing all that they do.
Destined for Glory
When you take this archetype at 3rd level, you gain an additional bonus for your Second Wind feature. When you use your Second Wind, you algo gain temporary hit points equal to your Constitution modifier.
Stronger than All
Starting at 3rd level, you gain an additional feature depending on the Fighting Style you chose at first level. You only get the bonus ability for the style chosen for the Fighter class:
- Archery: You can re-roll the damage dice of your weapon if it is a 1, but you must use the new roll.
- Blind Fighting: You can’t have disadvantage on attacks while the target is within your blindsight range.
- Defense: When you take the dodge action, your armor class increases by 2.
- Dueling: You have advantage on attacks against creatures as long as no other creatures are within 30 ft of you.
- Great Weapon Fighting: You can now re-roll the damage on a 3.
- Interception: You can move 5ft as part of the same reaction after the damage reduction.
- Protection: If the attacker still hits, the damage your ally takes is reduced by an amount equal to your strength modifier.
- Superior Technique: You gain an additional maneuver and superiority die.
- Thrown Weapon Fighting: The normal and long range of thrown weapons is increased by 50%.
- Two-Weapon Fighting: When a creature provokes an opportunity attack from you and you are wielding two weapons, you can attack them once with each weapon.
- Unarmed Fighting: the damage die size is increased by 1 size.
Riders of the Storm
At 7th level, you learn how to act on instinct when danger turns up. When you roll initiative, you may immediately move up to your speed.
Unchained
When you reach 10th level, you gain another Fighting Style. The choice you make is affected by your Stronger than All feature.
One Against the World
Starting at 15th level, you may also move up to your speed as a reaction to being a target of an effect that would require you to make a Strength, Constitution or Dexterity saving throw, reflecting on your capacity to anticipate danger.
Glory to the Brave
When you reach the 18th level, you evolve your abilities and fighting styles to the ultimate potential. You gain the following features on top of the ones from your Stronger than All feature. The DC for some of these features are calculated as such: Save DC = 8 + Proficiency Bonus + Strength or Dexterity Modifier.
- Archery: Whenever you hit a target, you may force it to make a Constitution saving throw. On a failure, you add 3 additional damage dice to the damage.
- Blind Fighting: The range of your Blindsight is doubled.
- Defense: Attacks of opportunity are made against you at disadvantage.
- Dueling: Whenever a creature hits or misses a melee attack against you, you may use your reaction to make a melee attack against that creature.
- Great Weapon Fighting: Instead of rolling an attack, you may force your target to make a Dexterity saving throw. It takes full damage on a failure or half damage on a success.
- Interception: You may either make a single attack roll or move up to 10 feet as part of the same reaction.
- Protection: If the attacker misses, you may shove it as part of the same reaction.
- Superior Technique: The size of your superiority die increases by 1 size and you gain an additional die and maneuver.
- Thrown Weapon Fighting: The normal and long range are now doubled.
- Two-Weapon Fighting: When you take the bonus action for two-weapon fighting, you may make two attack rolls instead of one.
- Unarmed Fighting: If you use your action to attack with unarmed strikes, you may take a bonus action to attack once.
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