Base Class: Fighter
While the Battle Master may be a technical warrior, a Champion may be a warrior of perfected body, or a Eldritch Knights may be a warrior equipped with magic, you are simpler. A Scrapper's experience with battle is less technical or refined, instead focusing on survivability and brute force. Your martial techniques focusing on your ability to outlast and overpower enemies who can’t take you out quickly, and quickly ending fights when you get to use them.
Level 3: Overpowering Combatant
You get stronger the longer the fight lasts. At the end of your turn, you gain a charge if you are in combat, or two if you are in combat and didn't deal any damage this turn. You lose these charges immediately after you use your Action Surge, when you are no longer in combat, or you are reduced to 0 hit points. You can hold a maximum amount of charges equal to half your fighter level rounded up. You also gain the following abilities.
Volatile Blades: You gain a +1 bonus to your attack and damage rolls for every two charges you have, to a maximum bonus of +5.
Concentrated Strikes: As an action on your turn you can expend one of your charges. If you do. double all damage you would do on your next turn.
Final Volley: When you use Action Surge, you can increase the number of actions you gain by the number of charges you have, up to a maximum equal to your proficiency bonus.
Level 7: Everlasting Warrior
You are a master at lasting long in fights. You gain the following benefits.
Quickened Charge: When you would gain a charge, you get an additional charge if you are Bloodied.
Undying Wind: You can expend one of your charges as a bonus action to use your Second Wind even if you have no uses left of it. When you do, you only gain half the amount of hit points you would have gained from it.
Level 10: Sapping Blow
As an action, make a melee attack against a creature within your reach using a weapon or unarmed strike. If that attack hits, instead of dealing damage, it reduces each of the targets ability scores and AC by one and you increase your AC and each of your ability scores by one. This effect lasts for one minute, or ends early if you are reduced to 0 hit points or immediately after you use your Action Surge.
Level 15: Unyielding Force
You gain the following abilities.
Rapid Immunization: At the start of your turn, if you are Charmed, Frightened, Blinded, Paralyzed, Stunned, Restrained, Deafened, or Poisoned, you can expend any number of charges. If you do, end a number of those conditions on yourself equal to the amount expended.
Umbreaking Will: Whenever you make a saving throw, you can expend a charge to use Indomitable, even if you have no uses of it.
Level 18: Unending Assault
Whenever you critically hit an enemy, reduce an enemy to 0 hit points, or by expending three charges as a bonus action on your turn, you can regain your use of Action Surge.







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