Base Class: Fighter
A relentless warrior who thrives in drawn-out battles, growing stronger the more damage they take. Their sheer willpower allows them to fight beyond normal limits, overwhelming enemies with brute force.
Fighting Instinct
Unarmored Defense: While not wearing armor, your AC equals 10 + Strength modifier + Constitution modifier. You can still use a shield.
•Tenacity: When you take damage from a creature, you can use your reaction to gain advantage on all weapon attacks against that creature and +1d4 + str bonus to damage rolls until the end of your next turn.
•Improvised Weapon Mastery: You are proficient with improvised weapons. If you use an improvised weapon as a club, greatclub, or maul, you can treat it as a martial weapon that deals 1d10 bludgeoning damage (or 2d6 if two-handed).
•Second Wind Upgrade: When you use Second Wind, you also gain temporary HP equal to your Fighter level + Constitution modifier.
Rising Rage
Your fighting spirit burns hotter as the battle drags on. When you are below half HP, you gain:
•+1 to AC (stacking with Unarmored Defense).
•Bonus damage equal to your proficiency bonus on melee weapon attacks.
•You roll one additional damage die when you score a critical hit
Undying Will
If you are reduced to 0 HP but not killed outright, you can make a Constitution saving throw (DC 10). On a success, you drop to 1 HP instead and stay standing.
•Each time you use this ability before a long rest, the DC increases by 5. It resets after a long rest.
•You can still use this even if you’ve already used Relentless Endurance (from Half-Orc) or Undying Will’s reaction attack.
•You also gain advantage on Constitution saving throws while below half HP
Comeback Swing
•If you start your turn below half HP, you can make one additional weapon attack when you take the Attack action.
•If you drop a creature to 0 HP, you regain HP equal to your Fighter level (once per turn),
Unbreakable Fighter
• You gain resistance to bludgeoning, piercing, and slashing damage while below 25% HP.
•Once per long rest, when you roll a death saving throw, you can automatically succeed.
•Last Stand: If you are at exactly 1 HP, you deal critical hits on a roll of 18-20, your attacks deal extra damage equal to your Fighter level, and you have resistance to all damage except force.







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