Base Class: Fighter
Every war has its heroes, its generals, and its elite. Warlords thrive in battle, mixing together offensive and defensive tactics to gain the upper hand.
These Fighters are trained to make use of enemy aggression, using their own attacks against them. Warlords are often seen as crazy, considering they want to get hit, and remain in the thickest parts of the battlefield to use their skills to the fullest. Their senses are sharp, and their reaction speed is something many other Fighters admire.
Level 3: Brace for Impact
You’ve learned to retaliate against your attackers in controlled and ferocious ways. You gain a new Reaction called Brace. If a creature hits you with a melee attack that deals Bludgeoning, Piercing, or Slashing damage, you can take this Reaction to brace for impact, increasing your AC by your Constitution modifier for that attack only. If the attack misses, you can use one of the following actions listed below, called Counterattacks, as part of that Reaction. If any of your Counterattacks require a saving throw, the DC equals 8 plus your Strength modifier and Proficiency Bonus.
Deflect. The creature looses balance, and the next attack roll they make before the end of their next turn is made with Disadvantage
Disarm. If the creature was holding a weapon, you force them to make a Strength saving throw. On a failed save, the creature drops the weapon used for the attack.
Push. If the creature is one Size larger than you or smaller, you force them to make a Strength or Dexterity saving throw (whichever is higher). On a failed save, the creature is pushed 10 feet away from you in any horizontal direction you choose.
Level 7: Seasoned Senses
You can use Brace without spending a Reaction, but only once per round.
You also gain the new Counterattack below:
Riposte. You make a Melee weapon attack or Unarmed Strike against the creature. You can only use this Counterattack once per round.
Level 10: Heightened Brace
You can now use Brace when a melee attack hits you and deals any damage type other than Psychic.
You also gain the new Counterattack below:
Redirect. You make the creature attack itself, forcing it to make a Dexterity saving throw. On a failed save, the creature takes the damage you would’ve taken, and also suffers any other effects from the attack, if applicable. For example: you can’t make a creature grapple itself or become Frightened of itself. On a successful save, the creature takes half damage only.
Level 15: Scars of War
When you use Brace against an attack that will still hit you after increasing your AC, you have Resistance to all damage types except Psychic from that attack.
In addition, you can now use Brace without spending a Reaction up to twice per round, and you can make two different Counterattacks instead of one when you make an attack miss you.
Level 18: Lord of War
You become an unflinching dogma on the battlefield. The save DC of your Counterattacks increases by 2.
Each of your Counterattacks receive the following improvements:
Deflect. The creature also has Disadvantage on the next saving throw it makes before the end of its next turn.
Disarm. If the weapon is disarmed, it strikes the creature. Roll the attack’s damage die without adding any modifiers. The creature takes damage equal to the result.
Push. You push the creature 15 feet away from you and it has the Prone condition.
Redirect. You can choose to make the creature’s attack hit a different creature you can see that’s also in range of the attack.
Riposte. You add your Constitution modifier to the damage dealt with the attack.







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