Base Class: Fighter
You are adept at striking quickly and with devastating force. On the battlefield you are touch and go, it is unusual for you to remain in one place for more than a second.
Touch-and-Go
If you use half of or less than half of your movement to attack an enemy, you gain advantage on attacks on that creature. You must designate a creature before moving, and this can only be used once a round.
Master of Movement
Your movement increases by 10ft at 7th, 14th, and 20th level
Additional Fighting Style
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.
Empowering Critical
If you roll a critical hit against an enemy, you gain an extra attack, and an additional 10ft of movement.
Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
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