Base Class: Fighter
Knightly man who's blows on the battle field wield more might than any other.
Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 18, 19 or 20.
Stoicism
You have become a pristine warrior who's stoic nature can pierce through the veils of lies and deceits. Allowing you to add your charisma modifier to your insight rolls to see past one's lies.
Remarkable Warrior
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. .
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
In addition, you add proficiency to your Charisma saving throws.
Additional Fighting Style
At 10th level, you can choose a secondary 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.
Additional Fighting Style
You gain a third option from the Fighting Style feature.
Archery
You gain a +2 bonus to hit with ranged weapon attacks.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
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.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
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.
Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 17–20.
In addition, you are able to make an extra attack after striking with a critical hit.
Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to fighter level + your Constitution modifier if you have no more than maximum hp. You don’t gain this benefit if you have 0 hit points.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/14/2024 10:00:23 PM
|
1
|
1
|
--
|
Coming Soon
|
Comments