Base Class: Fighter
The Road Warrior is a fighter whose style of combat is forged from being constantly on the move and always aware of the dangers on the road. Those who choose this path live for the freedom of the open road. Whether blazing a trail on horseback, or trudging through bog, the archetypal Road Warrior is always ready for a fight.
Fury
Beginning at 3rd level, you’re able to unleash a volatile explosion of madness and fury. When you gain this feature, you learn how to utilize a special attack as part of your Action Surge feature.
During your Action Surge, creatures you hit with a weapon attack take an additional 1d6 damage. The damage increases when you reach certain levels in this class, increasing to 3d6 at 10th level, 4d6 at 15th level, and 5d6 at 20th level.
Vigilant
Starting at 3rd level, your awareness for danger has heightened your senses to it. You gain advantage on initiative rolls, and when you roll initiative, you gain a bonus to the roll equal to your Wisdom modifier.
Ambusher
At 7th level, you’ve learned how to strike when your enemy is least expecting it. You gain advantage on weapon attack rolls against a creature that hasn't taken a turn in combat yet. Additionally, when you use an Extra Attack feature on your turn, you can attempt to stun that same creature when you hit it with a melee weapon attack. The creature must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Strength modifier) or become stunned until the start of it's next turn.
Mounted Mastery
Beginning at 7th level, you can cast the spell find steed. The spirit appears in an unoccupied space within 30 feet of you, and takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff.
You can use this feature twice before a long rest.
Additionally, you gain proficiency in Wisdom (Animal Handling) if you don't already have it. You also gain advantage on Animal Handling checks when interacting with creatures you're familiar with.
Mobile Durability
Beginning at 10th level, your ability to keep moving and stay on your feet makes it harder for your opponents to pin you down. When you're targeted by an effect that would grapple or restrain you, you can use your reaction to give yourself advantage on a Athletics or Acrobatics roll to escape. Additionally, while you're under the effects of being grappled or restrained, you can use a bonus action on your turn to attempt to escape.
Survivor
Starting at 15th level, you gain a special use of your Second Wind feature. As a reaction, you can restore one ally's hit points equal to 1d10 + your fighter level. The target must be within 30 feet of you, and not incapacitated to gain this benefit. Once you use this feature, you must finish a short or long rest before you can use it again.
Endless Endurance
Starting at 18th level, your fury fuels your unconquerable nature. When you roll for initiative and have no uses of Action Surge remaining, you regain 1 use.
Previous Versions
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7/31/2019 2:47:20 PM
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7/31/2019 3:30:31 PM
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8/21/2019 2:06:08 PM
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2.1
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