Base Class: Fighter
Have you wanted to cast spells, swing swords, cure wounds and hurt enemies, all in one class? This is the subclass that does just that!
Spellkills
Your attack rolls with weapons and Spells can score a Critical Hit on a roll of 19 or 20 on the d20.
Mindholder
Thanks to your athleticism, you have Advantage on Initiative rolls and Intelligence (Insight) checks.
In addition, immediately after you score a Critical Hit, you can move up to half your Speed.
Cleric Inside
You gain another feat of your choice.
Heroic Warrior
The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.
Critical Injure
Your attack rolls with spells and Unarmed Strikes can now score a Critical Hit on a roll of 17–20 on the d20.
Healer's Immortality
You attain the pinnacle of resilience in battle, giving you these benefits.
Defy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 14–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it.
Heroic Rally. At the start of each of your turns, you regain Hit Points equal to 5 plus your Wisdom modifier if you are Bloodied and have at least 1 Hit Point.







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