Fighter
Base Class: Fighter

Fighters who adopt the Jack of Few mentality possess a curated repertoire of specialized skills, rendering any obstacle between them and their mission objective a mere hurdle. These operators rely on a lethal set of tactical "Techniques" and abilities, rather than the arcane study, to ensure their mission is executed with clinical efficiency.

  • Level 3: Trade Secrets - Gain 3 Tier 1 Techniques, 2 Tier 1 Technique Charges, Message, and Disguise Self.
  • Level 7: Tactical Versatility - Gain 1 Tier 1 Technique, 1 Tier 1 Technique Charge, and Danger Sense.
  • Level 10: Advanced Tactics - Gain access to Tier 2 Techniques, Gain 2 Tier 2 Technique Charge, and Misty Step. Choose 2 Techniques from the Technique List.
  • Level 15: Specialized Refinement - Gain access to Tier 3 Techniques and Gain 1 Tier 3 and Tier 2 Technique Charge. Choose 2 Techniques from the Technique List.
  • Level 18: Technique Mastery - Gain 1 Tier 1 Technique Charge, 1 Tier 2 Technique Charge, and 1 Tier 3 Technique Charge.

 

Level 3: Trade Secrets

You gain access to a pool of Tier 1 Techniques. You have 2 Tier 1 Technique Charges. You can choose 2 Techniques from the tier 1 Technique list.

You regain all expended charges when you finish a long rest.

Also you gain the following abilities:

  • Disguise Self (3 per long rest)
  • Message (10 per long rest)

 

T1 - Defensive Focus

When you, or a creature you can see, makes a saving throw, you can expend 1 Tier 1 Technique Charge to add 1d4 to the roll.

T1 - Defensive Stance

When you are hit by an attack you can expend 1 Tier 1 Technique Charge to gain +3 to your current AC until the start of your next turn.

T1 - Precision Strike

When you hit a creature with a melee weapon attack, you can expend Tier 1 Technique Charge to deal an extra1d6 damage of the weapon's type.

T1 - Quick Strike

You can use your bonus action and expend 1 tier 1 Technique Charge to make one weapon attack with a weapon you are holding. You do not need to be holding a second weapon to activate this feature. This attack deals damage without adding your ability modifier.

T1 - Special Arrow

When you make a ranged weapon attack, you can expend 1 Tier 1 Technique Charge to use a reinforced arrow, dealing an extra 1d6 piercing damage on hit.

T1 - Steady Aim Mastery

When you make a ranged a ranged weapon attack, you can expend 1 tier 1 Technique Charge to gain the following benefits for 1 round:

  • You ignore half cover
  • You ignore three quarters cover
  • Replace your weapon's standard normal range with 60 feet for a hand crossbow
  • Replace your weapon's standard normal range with 120 feet for a shortbow or light crossbow
  • Replace your weapon's standard normal range with 200 feet for a longbow or heavy crossbow

T1 - Tactical Preparation

When you make an ability check, you can expend 1 Tier 1 Technique Charge to add 1d4 to the roll. You must choose to use this feature before you make the roll.

T2 - Adaptive Guard

You can expend 1 Tier 2 Technique Charge to gain resistance to 1 damage type of your choice until the start of your next turn. You can use this as a reaction or at any point during the round. This does not consume your reaction.

T2 - Calculated Effort

When you are about to make an ability check or saving throw, you can expend 1 Tier 2 Technique Charge to roll with advantage.

T2 - Calculated Strike

When you make a weapon attack you can expend 1 Tier 2 charge to gain advantage on your attacks for until the start of your next turn. 

Must to be established before the attack has been rolled.

T2 - Calculated Vulnerability

When you hit a creature with an weapon attack, you can expend 1 Tier 2 charge to deal an extra 2d6 damage of the weapon's type.

This happens on hit and also can be used during opportunity attacks.

T2 - Haste

As a bonus action, you can expend 1 Tier 2 Technique Charge to use the dash action as your bonus action for this turn.

T3 - Absolute Certainty

You gain the ability to master your own outcomes. When you are required to make an ability check or a saving throw, you can expend 1 Tier 3 Technique Charge to automatically succeed on the roll. If the check or saving throw would require require a critical success, this ability functions as a natural 20.

The DM will determine if this success is possible prior to you expending the charge.

T3 - Miracle Recovery

As a reaction, When a creature you can see makes a death saving throw, you can expend 1 tier 3 charge to grant them an automatic success and restore 1 hit point. As you fire a syringe of adrenaline at the target. No attack roll needed.

Must have line of sight and the DM will determine if the target is able to be restored prior to expending the charge.

T3 - Unavoidable Execution

When you make an attack roll, you can expend one Tier 3 Technique Charge to treat the roll as a natural 20 and deal double the damage rolled on the damage dice.

The DM will determine if the creature is capable of being hit prior to expending the charge.

Level 7: Tactical Versatility

You Gain 1 additional Tier 1 charge and choose 1 more Technique

Danger Sense

You gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Level 10: T2 - Advanced Tactics

You can choose 2 more Techniques and

  • 1 additional Tier 1 Technique Charge.
  • You gain access to the Tier 2 Techniques
  • Misty Step (Twice per day)

Level 15: T3 - Specialized Refinement

You can choose 2 more Techniques and gain:

  • 1 Tier 3 Technique Charge.
  • 1 Tier 2 charge.
  • You gain access to the Tier 3 Techniques.

Level 18: Technique Mastery

You are a master of the trade and gain the following:

  • Choose 2 additional Techniques
  • 1 additional Tier 1 additional Technique Charge
  • 1 additional Tier 2 Technique Charge
  • 1 additional Tier 3 Technique Charge

 

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