Fighter
Base Class: Fighter

As a War master you have the ability to join the fray and cause mayhem while sustaining yourself from death and defeat. As a good soldier would do, you either become a Hero or come back on your shield soldier.

Mortal Will

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by a special energy called Mortal Will.

Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Mortal Will. You can use this equal to your Strength Modifier + your proficiency bonus. After using all your charges you must complete a short or long rest to recharge it, your maximum Mortal Will is what is added to your maneuver damages. 

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Immortal Will

Beginning at the 3rd level you can use your knowledge of battle to turn the tide. As an bonus action you can gain advantage into yours melee weapon attacks equal to your Strength Modifier, also you gain twice your Constitution Modifier as temporary hit point's. After you use this feature you have disadvantaged in your attacks equal to half your Strength Modifier in subsequent rounds of combat.  After the use of this feature you can't use it again until you complete a long rest.

Maneuvers

The maneuvers are presented in alphabetical order.

Commander’s Strike

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the Will of Mortal to the attack’s damage roll.

Distracting Strike

When you hit a creature with a weapon attack, you can expend one Will of Mortal to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork

When you move, you can expend one Will of Mortal, adding the number to your AC until you stop moving.ng.

Feinting Attack

You can expend one Will of Mortal and use a bonus action on your turn to add the total to the damage roll and to gain advantage on your next attack roll against a chosen creature within 5 ft. this turn. If that attack hits, add the Will of Mortal to the attack’s damage roll.

Goading Attack

When you hit with a weapon attack, you can expend one Will of Mortal to add the total to the damage roll and the target must make a WIS saving throw (DC {{savedc:str,dex}}). On failure, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Lunging Attack

When you make a melee weapon attack on your turn, you can expend one Will of Mortal to add the total to the damage roll and to increase your reach for that attack by 5 feet.

Maneuvering Attack

When you hit with a weapon attack, you can expend one Will of Mortal to add the total to the damage roll and to allow a creature that can see or hear you to use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack

When you hit with a weapon attack, you can expend one Will of Mortal to add the total to the damage roll and the target must make a WIS saving throw (DC {{savedc:str,dex}}). On failure, it is frightened of you until the end of your next turn.rn.

Precision Attack

When you make a weapon attack roll, you can expend one Will of Mortal to add it to the roll before or after the roll but before any effects are applied. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack

When you hit with a weapon attack, you can expend one Will of Mortal die to add the total to the damage roll, and if the target is Large or smaller, it must make a STR saving throw (DC {{savedc:str,dex}}). On failure, you push the target up to 15 ft. away from you.

Rally The Morale

On your turn, you can use a bonus action and expend one Will of Mortal die to grant a friendly creature who can see or hear you temp HP equal to the Will of Mortal + {{modifier:cha#unsigned}}.

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one Will of Mortal to make a melee weapon attack against it (add the Will of Mortal to the attack’s damage roll on hit)..

Shield Attack

When you hit a creature with a weapon attack, you can expend one charge of Will Of Mortal to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the The Will of Mortal to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Shield Parry & Bash

When another creature damages you with a melee attack, you can use your reaction and expend one Will of Mortal to reduce the damage by the number + {{modifier:dex#unsigned}}. Then you can use another Will of Mortal to make a Shield Attack against the creature.

Sweeping Attack

When you hit with a melee weapon attack, you can expend one Will of Mortal to deal damage to another creature within 5 ft. of the original target and within your reach (if the original attack would hit it) equal to the number of your Will of Mortal. The damage is of the same type dealt by the original attack.

Throwing Maneuver

When you make a melee weapon attack on your turn, you can expend one Will of Mortal to add the total to the damage roll to the first attack and then use your reaction to throw your weapon at an enemy within 20 ft. of you, you don't add your WIll of Mortal to the Throwing Damage

Trip Attack

When you hit with a weapon attack, you can expend one Will of Mortal to add the total to the damage roll, and if the target is Large or smaller, it must make a STR saving throw (DC {{savedc:str,dex}}). On failure, you knock the target prone.

Unnarmored Defense

Starting at 3th level, you gain unnarmored defense equal to 10 + Dex Modifier + Strength Modifier

Know Your Enemy

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels (if any)
  • Fighter class levels (if any)

Undying Mortal

At 10th level, every turn you regain hit point's equal to your Constitution Modifier. And you gain resistance to one type of the following damage: Slashing, Piercing Bludgeoning.  

Bludgeoning Damage

You have resistance to bludgeoning damage

Piercing Damage

You have resistance to piercing damage.

Slashing Damage

You have resistance to slashing damage.

Relentless

Starting at 15th level, when you roll initiative and have no Mortal Will remaining, you regain one use of Mortal Will. You also can add your Strength Modifier to your initiative.

Master Of Shield's

At 7th level, you have spend enough time training and mastering the art of using a shield that you become a Master of Shield's. All your Shields give a +1 to AC, stacking with magic shields. And you can use your bonus action to make a shield attack dealing 1d8 + Strength Modifier. You're proficient with this attack.

Undying Immortal

At 18th level, you can add your Strength Modifier to your Death Saving Throws. You also gain the ability as a free action to use one of your Will of Mortal to heal yourself by the same amount, once you used this feature you cannot use again until you finish a long rest.

War Master Image