Fighter
Base Class: Fighter

Blue Collar Fighters aren't shaped by ancient fighting traditions, mystical techniques, or prestigious academies. Their abilities come from years of hard work, hands-on experience, and learning how to solve problems with whatever happens to be available.

A Blue Collar Fighter knows their tools and knows how to use them. The humble light hammer becomes a dependable weapon in practiced hands, whether it takes the form of a hammer, wrench, mallet, or another familiar tool of the trade. What others might dismiss as ordinary equipment becomes remarkably effective through experience, precision, and sheer force.

Their practical knowledge extends far beyond combat. Blue Collar Fighters understand tools, materials, structures, and the countless small details learned through actually doing the work. When something breaks, jams, collapses, or simply refuses to cooperate, they are often the person everyone looks toward to figure out what went wrong—and how to fix it.

As they gain experience, Blue Collar Fighters become increasingly difficult to stop. They hit harder, push through injury, recover when others would remain down, and continue working when circumstances turn against them. At the height of their abilities, they can push themselves into Working Overtime, becoming an overwhelming force until the job is finally finished.

A Blue Collar Fighter doesn't need an elaborate weapon or supernatural power to prove their worth.

Give them the right tool, point them toward the problem, and get out of the way.

Level 3: Tools of the Trade

You gain proficiency with Light Hammers, and you gain Weapon Mastery with Light Hammers.

In addition, you gain a +2 bonus to attack rolls you make with Light Hammers.

When you acquire a Light Hammer, you can rename and describe it as a nonmagical tool of your choice. Regardless of its appearance or name, it retains all the statistics and properties of a Light Hammer, including its damage die, damage type, and any bonuses to its attack and damage rolls.

Level 3: Hands-On Experience

Years of hands-on experience have taught you to work efficiently with nearly any tool. You gain proficiency with three Artisan’s Tools of your choice.

Whenever you make an ability check using an Artisan’s Tool with which you are proficient, you can use Strength, Dexterity, or Intelligence for the check, regardless of the ability normally associated with that tool.

Additionally, you have Advantage on ability checks made using Artisan’s Tools with which you are proficient.

Measure Twice, Cut Once

You have Advantage on ability checks made to determine the construction, condition, quality, value, or function of an object or structure.

Level 7: On-the-Job Experience

When you make an ability check using a skill or tool with which you are proficient, you can add 1d6 to the roll.

You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Level 7: Drive It Home

Your years of physical work allow you to put exceptional force behind every swing. When you hit a creature with a Light Hammer, the attack deals an additional 1d4 damage plus your Proficiency Bonus. This additional damage is the same type as the weapon's damage.

The additional 1d4 damage is rolled automatically. On your character sheet, customize this action and manually enter your current Proficiency Bonus in the Damage Bonus field. Update this bonus whenever your Proficiency Bonus increases.

Level 10: Finish the Job

When you are reduced to half your Hit Point maximum or fewer, you have Advantage on Constitution saving throws and Strength (Athletics) checks.

In addition, your Speed can't be reduced unless you are Incapacitated.

Level 15: Built to Last

Years of hard work have taught you how to take a beating and keep moving. When you use your Second Wind, you can also end one of the following conditions on yourself: Blinded, Deafened, Frightened, Poisoned, or Stunned.

In addition, after using Second Wind, you gain Temporary Hit Points equal to your Fighter level plus the total of all six of your ability modifiers (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma).

Level 18: Working Overtime

As a Bonus Action, you begin Working Overtime for 1 minute. For the duration:

Whenever you deal damage, you deal additional damage equal to half the damage dealt, rounded down.

You have Advantage on all ability checks and saving throws.

Whenever you take damage, reduce that damage by half.

Once you use this feature, you can't use it again until you finish a Long Rest.

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