Fighter
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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