Base Class: Fighter
Matador? Provocateur?
Showboating
You can feign an extra measure of strength. When you use your Second Wind ability, you also gain temporary hit points equal to double your Charisma modifier.
Counterstrikes
You gain an additional reaction per round that cannot be used to cast spells. You also gain additional reaction options. Your fighter level determines the number of additional reactions you have per round as shown in the Extra Reactions table.
Extra Reactions
| Fighter Level | Total Reactions |
|---|---|
| 3rd | 2 |
| 7th | 3 |
| 10th | 4 |
| 15th | 5 |
| 18th | 6 |
Primed Attack. When a creature you can see moves into the reach of a melee weapon you are wielding (or 5 feet), you can make one melee attack against it.
At 15th level, if you hit with a primed attack, you can reduce the creature’s speed to 0 for the rest of this turn.
Knockback. When a creature misses you with a melee attack, you can make a shove check against the attacking creature to push them 5 feet away.
At 15th level, the distance you can push the creature on a successful shove becomes 15 feet OR 5 feet without a check.
Parry. When a creature hits you with a melee attack, you can add +2 to your AC for that attack, potentially causing the attack to miss you.
At 15th level, the bonus to your AC increases to +4.
Skirmish. When a creature ends its turn within 5ft of you, you can move up to half your speed without taking opportunity attacks.
At 15th level, in addition to the initial trigger, you can skirmish immediately after a creature deals damage to you with a melee attack.
Priority Attack (7th Level or Higher). When a creature within 5 feet of you makes an attack against a target other than you, you can make a melee attack against the attacking creature.
Punishing Attack (7th Level or Higher). When a creature misses you with a melee attack, you can make a melee attack against the creature. If you hit, the creature becomes taunted by you. If the creature had advantage on its missed attack, you gain advantage on your punishing attack.
Charge (7th Level or Higher). When a creature within 30ft deals damage to you with a ranged attack, you can move up to half your speed directly towards them.
Taunting Cry
You learn how to gratingly mock your enemies. As a bonus action, all creatures of your choice that can hear you within a 30-foot cone must make a Wisdom saving throw (DC = 8 + Proficiency + Charisma Modifier). On a failure, the creature is taunted: unable to move away from you and has disadvantage on attack rolls against creatures other than you until the start of your next turn.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Measured Jab
You can see just how someone’s blood is boiling. Whenever you make a Wisdom (Insight or Animal handling) check, you gain a bonus to the check equal to your Charisma modifier. Moreover, you gain proficiency in Charisma saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Wisdom saving throws (your choice).
Force of Personality
Your presence and wit reinforce your mind. You have resistance to psychic damage. Moreover, when you use your Indomitable feature you may add your Charisma modifier to the roll.
Goading Presence
You become a roaring beacon upon the battlefield. The area of your Taunting Cry is now a 30-foot emanation of you. Moreover, weapon attacks you make against taunted creatures gain 2d6 additional psychic damage.
Focus Bloodlust
Only you are visible through the red. If at the end of its turn, a taunted creature hasn’t attacked you, it takes 4d6 psychic damage.
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