Fighter
Base Class: Fighter

A Tennis Master is a fighter who turns precision, agility, and relentless training into unmatched combat prowess. Inspired by the discipline and technique of the tennis court, these warriors use their mastery of rhythm, timing, and physical conditioning to dominate any arena—whether on the battlefield or in the heat of a high-stakes match. Their strikes land with surgical accuracy, their footwork is a dance of balance and speed, and their stamina allows them to outlast any foe.

By combining athletic power with tactical foresight, Tennis Masters transform every swing into an art form. Just as they control the tempo of a match, they control the flow of battle—dictating when to pressure, when to defend, and when to deliver a decisive strike. Their philosophy: Every fight is a match point.

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Tennis Proficiency

You can gain combat with a tennis racket as a fighting style at 10th level. You get advantage on all attack rolls with a tennis racket, inside or outside the court. If you critically hit, you can choose your strength modifier as well as your dexterity modifier to the hit.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.

Endless Rally

At 18th level, Your conditioning and unbreakable focus allow you to push through the longest matches. When others falter, you dig deeper, drawing on a well of stamina and mental toughness that few can match. At 18th level, when your hit points are at half or less, you regain hit points at the start of each of your turns equal to 5 + your Constitution modifier, as long as you have at least 1 hit point. This represents your ability to rally back during grueling exchanges, refusing to let fatigue or injury end the match.

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