Base Class: Fighter
They think you simple.
They think you unimpressive.
They think you incapable.
They are wrong.
You do not care for their magicks, their fancy tricks, or strength in numbers.
The only thing you truly need... is yourself.
No fear. No hesitation. No mercy. Let them come.
Basic As They Come
"They said I could be anything, so I became good."
Starting at 3rd level, while you are wearing heavy armor and wielding a Two-Handed melee weapon, you can add your proficiency bonus to damage rolls made with it. Alternatively, once per turn, you may double your proficiency bonus for an attack roll made with it instead.
Army of One
"3 to 1? I like those odds."
At 3rd level, whenever 3 or more hostile creatures of significant threat (DM's discretion) are within 10 feet of you, you gain a +1 bonus to your AC against melee attacks for each enemy beyond the first.
Never Disarmed
"Disarmed? Incorrect. Now I am dual wielding."
Also at 3rd level, whenever you drop a weapon in combat against your will, you gain the benefits of the Unarmed Fighting option from the Fighting Style list. This lasts for 1 minute, or until you hold a weapon again. While you are benefitting from it in this way, your unarmed strikes deal double damage to objects. Once you’ve used this feature, you can’t do so again until you finish a short or long rest.
If you already have Unarmed Fighting as your specialty, then you may gain the benefits of another fighting style of your choice instead (with the DM’s approval).
Mastery of Training
“It’s not how big the sword is. It’s how you use it.”
Starting at 7th level, you know how to put every part of your weapon to use. Whenever you hit a creature with a melee attack using a Two-Handed weapon, you can change the damage type to bludgeoning, slashing, or piercing (your choice). Additionally, if your attack roll exceeds the target’s AC by 5 or more, you can choose to apply the effects of the Shove action on that creature, either knocking it prone or pushing it 5 feet away from you (the standard limitations for the Shove action still apply).
Mastery of Counter
" ‘Parry This’? Yes, I will."
At 10th level, whenever a creature you can see within 5 feet of you targets you with a melee attack, you can use your reaction to subtract your proficiency bonus from the attack roll. If this causes the roll’s result to be lower than your AC by 3 or more, the attack is instead reflected back at your assailant, dealing the respective damage roll and applying any would-be effects. You must be wielding a martial weapon to use this reaction, and can do so a number of times per long rest equal to your proficiency bonus.
Battlefield Dominance
"I am not outnumbered. You are outmatched."
At 15th level, you are granted the following benefits:
- The range of your Army of One feature increases to 15 feet. While its effects are active, you can take the Dodge action as a bonus action on your turn. When benefiting from it in this way, only melee attacks against you have disadvantage, and Dexterity saves are made normally.
- Your Mastery of Counter feature can be used against ranged spell attacks made within 10 feet of you.
- You gain the benefits of the Mage Slayer feat. If you have already taken that option, you gain the benefits of another feat of your choice instead.
Fantasy Slayer
"No magic. No powers. No tricks. Only skill."
At 18th level, while you are wearing heavy armor and wielding a Two-Handed melee weapon, you have advantage on attack rolls against creatures within 5 feet of you. If you have multiple effects granting you advantage on the same attack roll, you can roll one more die per additional source of advantage. For example, if you have advantage from 2 different sources, you roll 3 dice and use the highest result.
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