Base Class: Fighter
Limitbreaker Fighters are unrelenting Warriors that fight in every environment and through all conditions. They also constantly push themselves to their limits to gain the upper hand in battle and protect their allies. Finding a balance between going all out and conserving their energy is essential for mastering their fighting style.
Level 3: Relentless Warrior
Your ability to endure harsh conditions has increased. You gain the following benefits:
Restless Endurance. When you use your second wind, instead of regaining hit points, you can remove 1 exhaustion level from yourself. Once you use this feature in this way, you can't do so again until you finish a long rest. You also have advantage on saving throws made against Malnutrition, and you need half as much water as usual for a creature of your size.
Improved Vigour. You gain a +2 bonus to your constitution saving throws. This bonus increases by 1 when you reach Fighter level 7 (+3), level 10 (+4) and level 15 (+5).
Level 3: Exhausting Action
You can push yourself to fasten and strengthen your actions during combat. You can now use the following exhausting actions. When you use one of these actions, you cant use that action again until the start of your next turn, and you must a make a DC 10 constitution saving throw. On a successful save, the DC increases, as shown in the actions description. On a failed save, you gain an exhaustion level, and the DC resets to 10. The DC also resets when you finish a long rest. To start, you gain the following exhausting action options:
Surge Sprint (DC increase: 2). During your turn, you can move up to your speed.
Reactive (DC increase: 1). immediatly after you make an opportunity attack, you can regain your reaction.
Accurate Strike (DC increase: 3). When you miss with a weapon attack or unarmed strike, you can choose to hit instead.
Level 7: Exhausting Attacks
You gain the following exhausting action options:
Spontaneous Critical (DC increase: 4). When you hit with an attack roll, you can make that attack a critical hit.
Dazing Blow (DC increase: 4). When you hit a creature with an attack roll, you can force that creature to make a constitution saving throw (DC 8 plus your constitution modifier and proficiency bonus). On a failed save, the creature is incapacitated until the end of its next turn.
Level 10: Exhausting Defense
You gain the following Exhausting action options:
Relentless Endurance (DC increase: 3). When you are reduced to 0 hit points, you can fall to 1 hit point instead.
Adrenaline Spike (DC increas: 1). When you start your turn while bloodied, you regain hit points equal to your Fighter Level.
Level 15: Encouraging Stand
You gain the following Exhausting Action option:
Encouraging Stand (DC increase: 7). At the start of your turn, you can restore 6d12 hit points to yourself and any bloodied creature of your choice that you can see within 60 feet of you. You and these cratures then have advantage on D20 Tests until the end of your next turn.
Level 18: Enduring Champion
No amount of exhaustion can bring you down. You ignore the D20 Tests affected section of the Exhaustion rules, and you only die of Exhaustion if your Exhaustion level is 10.
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