Base Class: Fighter
Crafted as an instrument of war, fighters who go down this path do not do so by choice. There is no training for the revolution, there is no formal decree: this is the result of the downtrodden being abused for so long.
Years spent fighting wars for the wealthy have trained you to be excellent at bloodshed. You have waged war on countless armies with little in the way of appreciaiton beyond acknowledgement of sheer fighting power. One day, this changed. Maybe your lover broke your heart, perhaps your coinpurse was too empty for too long, one day you might have just woken up wanting more. That matters no longer, though, as you can understand it all now so perfectly. You can see what they do to your people, you have understood the pain they fatten themselves on. They never once cared for your people. They only thought of their coin, and now it is your turn to clink with every step.
Level 3: From the rich, to the poor
At third level, your abilities to influence and assist are fully realised. When doing Charisma checks to Inspire (PER) commonfolk or Deceive nobility, roll with advantage. Also, once per short rest, you may use the help action as a bonus action instead.
Additionally, gain expertise in Slight of hand (DEX) rolls, adding your proficiency bonus twice. This gives proficiency, if not already proficient.
Level 3: Perfect shot
When you choose this archetype at level 3, your ranged and one handed weapon attacks (When nothing is in off hand) score a critical hit roll of 19 instead of 20
Level 7: Artillery support
Starting at 7th level, you have perfect combat knowledge, adept at supporting allies from backlines. When making a ranged attack on an enemy that is closer to another ally than it is yourself, roll damage die twice, using the highest number of the two. Additionally, a number of times per short rest equal to your proficiency bonus, add half (Rounded down) of the lower roll to the total damage.
If making a melee attack on the first round of combat, roll with advantage.
Level 10: Combat agility
At 10th level, you perfectly utilise any and all advantages in combat. Whenever you have advantage on an attack roll, you can forgo advantage to instead attack the target twice.
Level 10: Hero of the forest
From 10th level, your time learning and absorbing guerrilla warfare tactics has made an impression on you. Once per day, you can use the Speak with animals spell without expanding any spell slots. Constitution is your spellcasting ability for this feature.
Level 15: Inspiring fighter
From 15th level, your own attacks can now score a critical on a roll of 18-20 due to your increased experience in exposing weak points in an enemy.
Additionally, you roll a d10 at the beginning of combat. As a reaction to an attack roll made by anyone in 30ft who can hear you, you can inspire or detriment the willpower of someone on the battlefield. When an ally makes an attack roll, you can add this number to their total, Or take it from an enemy's. You can do this twice per long rest.
Level 18: Honour amongst.....Friends?
In one final stand, perhaps the people have a chance. At 18th level, you may use your action surge on allies. This feature can only be used if there are two or more allies in the fight with you, and if you are on less than half health. This feature may only be used twice in your adventure, unless the DM finds reason to say otherwise. When used, this will cost your own action for the turn, but give allies in their next turn another action. Following this final cry for victory, you will find yourself weak, having disadvantage on constitution saving throws until your next turn.
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