Fighter
Base Class: Fighter

A warrior that focuses on his martial ability with weapons of all kinds.  The Weaponmaster refines his ability to deal damage, as opposed to techniques.

Lethality

Starting at 3rd level, your intense study of weaponry lets you do additional damage.   Whenever you hit with a weapon that you’re proficient with and deal damage, the weapon’s damage increases by an amount based on your level in this class, as shown on the Weaponmaster Bonus Damage table.

Weaponmaster Bonus Damage

Fighter Level

Damage Increase

3rd

1d4

10th

1d6

15th

1d8

   

Defensive Weaponry

Starting at 7th level, when you are wielding a weapon, you can use your reaction to reduce damage dealt to you.  As a reaction when you are dealt damage from a weapon or unarmed attack that you can see, you can use your reaction to reduce the damage by your lethality die plus your fighter level.  If this reduces the damage to zero you may make a weapon attack against the attacker if it is in the range of the weapon you are wielding.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style feature.

 

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.

Improved Criticals

Starting at 15th level, your weapon attacks score a critical hit on a roll of 19–20.

Strength before Death

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

Once you use this feature, you can’t use it again until you finish a long rest.

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