Base Class: Fighter
Rovers are highly trained in all things that come with exploring the dangers of the world. They are in tune with their surroundings and are choosy with their engagements. Generally independent, the Rover is a survivalist and finds joy in the challenge of discovery. When it comes to combat, the rover has a simple code: 1... stay out of trouble, and 2... when you get in trouble, take control and get out of it safely and swiftly.
Field Expert
When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Nature, Investigation, Perception, Stealth, Animal Handling, or Survival. Additionally, you gain expertise in one skill of your choosing in which you have proficiency.
Animal Handling
You gain proficiency in the animal handling skill.
Investigation
You gain proficiency in the investigation skill.
Nature
Gain proficiency in the nature skill.
Perception
You gain proficiency in the perception skill.
Stealth
You gain proficiency in the stealth skill.
Survival
You gain proficiency in the survival skill.
Superior Mobility
Starting at 3rd level, your walking speed increases by 10 feet whenever you are wearing only light armor and not wielding a shield. Additionally, you gain a swimming and climbing speed equal to your walking speed.
Elusive
Starting at 3rd level, you are difficult to pin down during a fight. When a creature misses you with an attack, you may use your reaction to make an attack against the creature with a weapon with the light property that you are wielding. Additionally, you may immediately move up to half your speed without provoking opportunity attacks.
You may use this feature a number of times equal to your intelligence (INT) modifier per short rest.
Threat Analysis
At 7th level, you are able to quickly identify the motives and tendencies of creatures who may pose a threat to you. As a bonus action, you make an Intelligence (Investigation) check against a hostile creature within 20 feet of you that you can see, contested by the target's Charisma (Deception) check. If you succeed, you gain the following benefits:
- You deal 1d6 extra damage whenever you hit the target with a weapon attack
- You gain advantage on Intelligence (Investigation) and Wisdom (Insight) skill checks against the target
This benefit lasts for 1 minute or until either that target makes a successful attack roll against you or you use this feature against a different target.
Superior Mobility Increase
At 7th level, the Superior Mobility feature now increases your movement speed by 15 feet instead of 10.
Situational Diagnosis
At 10th level, you now add your Intelligence (Investigation) modifier to your initiative rolls.
Superior Mobility Increase
At 10th level, the Superior Mobility feature now increases your movement speed by 20 feet instead of 15.
Retort
At 15th level, you master the art of punishing your enemy's mistakes. When you use your 3rd level Elusive feature, you may now make one attack with a light melee weapon as part of your reaction.
Self-preservation
At 18th level, you have become a virtuoso in the art of self-preservation and no longer provoke opportunity attacks. Additionally, when you are reduced to 0 hit points, you may instead drop to 1 hit point and immediately move up to your full movement speed.
You may use this ability once per short rest.
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