Base Class: Fighter
The ultimate anti-mage fighter style
Eye on the Ball.
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Acrobatics, Perception, Sleight of Hand, Survival.
You have advantage on perception and investigation rolls against spells and traps.
You cannot be surprised out of combat.
Batter Up!
When you choose this archetype at 3rd level, you gain proficiency with all improvised thrown weapons.
If you choose to make the attack action on your turn, instead of making a melee attack with your weapon, you can choose to use any small object that you are proficient with. You can then use your weapon to launch the object at a target creature as an attack roll. Doing so has the same to hit modifier as and damage as the weapon you made the attack roll with. The range of this attack is from 10 to 60 feet.
Your attacks using this action score a critical hit on rolls of 19 and 20.
3 Strikes
Starting at 7th level, you learn the ways of batting. Everytime you miss with an attack roll, you gain a STRIKE. For every STRIKE you have, you gain a +1 to attack rolls and a +1 to the damage of your next attack. Successfully hitting an attack removes all STRIKES. You can have a maximum of 3 STRIKES at once.
If you have 3 STRIKES. You can expand all STRIKES to gain +6 to hit on your next attack.
You also learn to never crack under pressure. While you are at or below 50% of your maximum total HP, you regain 1 HP on your turn, and you gain a +1 to attack rolls. While at or below 20% of your maximum total HP, you regain 3 HP on your turn instead, and gain +1 to all damage from your attacks.
Moneyball
Starting at 10th level, you come to learn the art of the ball. You gain advantage on intimidation checks on creatures in combat with you. The range of your Batter Up! is increased to 80 feet.
You can make an attack roll against a creature by performing a curving pitch at them with tremendous force. If you do this, make an attack roll against a target creature with a bonus equal to your proficiency + strength modifier against their AC. If the attack succeeds, the creature takes damage equal to your strength + constitution modifier, and must make a constitution saving throw, on a failure the creature is stunned.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.
The Spirit of the Game
Starting at 15th level, you are filled with determination. You have advantage on all initiative rolls.
The healing from your 3 Strikes is increased to 3 HP on your turn when at or below 50%, and 5 HP on your turn when at or below 20%.
When you successfully hit 2 attacks in a turn, or score a critical hit, you gain the dash action this turn for free.
Home Run!
Starting at 18th level you gain the art of the most special of strikes. The range of your Batter up! is increased to 100 feet.
You can raise your finger in the air as a bonus action. Doing so makes your next attack a Home Run! This attack has triple the range of your normal batter up range. The attack is a critical hit if the attack succeeds.
You can use this feature once per short or long rest.
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