Base Class: Fighter
From a young age you chose to serve your nation, become a hired blade, or fight for what you believed in. Now, after years of battles and twice as many scars, your life has not changed. You seek the next battle, sharpening your blade, keeping your eyes out for the next challenge.
Being a Veteran isn't easy; first, you have to live long enough to become one. Then, people around you will expect you to share your wisdom, undoubtedly honed from all the battles you've fought. But that is fine, because that is all you have.
As a Veteran, you will have a better eye for deception and secrecy; your eyes know where they are looking, whether it is a person's nervous tick or the shadows in a dark alleyway. You have also pushed yourself to the extreme, apparent in your bursts of adrenaline during combat. Surviving many battles has made you a natural leader, whether you like it or not, and your battle cries will inspire those around you to rally for one final strike. Even when all hope seems lost you'll be the last one standing, gripping your weapon and staring death in the eye, challenging it, like you've done countless times before.
Veteran's Eye
When you choose this archetype at 3rd level, your experience as a soldier has honed your instincts. Whenever you roll a Wisdom (Perception) and Wisdom (Insight), you can add an intuition die, a 1d4, to the roll. In addition, when you roll a Skill Check for a military-related topic, you can roll with Advantage.
In combat, as a Bonus Action you can make a Wisdom (Insight) check contested with the enemy's Charisma (Deception) check. On a success, you may roll your next attack with advantage.
Severe Training
Starting at 7th level, you have gone through harsh training and obtained several benefits. You become proficient in Dexterity saving throws and have advantage on Initiative rolls.
In addition, once per turn, when you hit with a weapon attack, you can choose one of the following:
- Deal an extra 1d6 damage if the creature does not have its maximum Hit Points.
- If the target is Huge or smaller, force the target to succeed on a Constitution saving throw or lose its Reaction.
- If the target is Large or smaller, Force the target to succeed on a Strength saving throw or fall prone.
The saving throw DC's use your Strength modifier.
Upper Hand
At 10th level, years of training have honed your skills further than any other fighter. You can choose an option from the list of improved fighting styles.
Blade Flurry
When you engage in two-weapon fighting and hit with all attacks, you can make an additional attack with either weapon.
Coup de Grâce
When you are wielding a melee weapon in one hand and no other weapons, you deal an additional weapon damage die on a critical hit.
Guardian Angel
When you take the Dodge Action, you confer the benefits of that action to any ally within five feet of you. You must be wielding a shield to use this feature.
Impenetrable
While you are wearing armor, enemies cannot have advantage on attack rolls against you as long as you can see them.
Momentum
Once per turn when you make an attack roll with a melee weapon that you are wielding with two hands, you can make an additional attack with that weapon against a different target within your weapon's reach, as part of the same attack. The weapon must have the two-handed or versatile property for you to gain this benefit.
Volley
Once per turn when you miss with a ranged weapon attack, you can make an additional ranged weapon attack as part of that same attack.
Battle Rally
Starting at 15th level, you can bolster courage and strength to your allies. As a Bonus Action you can rally your comrades to battle, granting each ally within 30 feet that can see or hear you Temporary Hit Points equal to your Fighter Level.
You may use this feature a number of times equal to your Constitution modifier, and regain all expended uses after a Long Rest.
Last Mand Standing
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.
In addition, you can use your Reaction to parry an attack made against you. You reduce the damage by your weapon's damage die + your fighter level.
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