Base Class: Fighter
A dwarven warrior has spend many years training his skills on the battlefield, both mentally and physically. His mind is unwavering, even when barraged by a flurry of spells. Furthermore, centuries old traditions, secrets, and techniques on creating a bond between weapon, armor, and warrior have been past down to allow these fighters to become masters of the battlefield.
Weapon Bond
At 3rd level, you learn a dwarven runic inscription that creates a magical bond between yourself and one weapon. You perform the runic inscription over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the procedure, at the conclusion of which you touch the weapon and forge the bond. The inscription requires the use of 5 gold pieces, which are consumed in the process.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. Alternatively, you can choose to let it fly in a straight line to your hand at a speed of 10 feet times your Strength or Dexterity modifier (your choice) per second if it is in sight. Creatures in the path of the weapon must make a saving throw against a DC of 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) or take 1d4 damage.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Dwarven Spell Resistance
As a dwarf you have learned to make use of your stoic nature to resist harmful magical effects. As a result, you have advantage on saving throws against spells and other magical effects.
Dwarven Armor
At level 7, you master dwarven techniques to shape and maintain your armor. Your training provides a +1 bonus to your armor's AC.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
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.
Improved Weapon Bond
Starting at 15th level, you gain greater control over the bond between the weapons you are bonded to. As an attack, you can channel your energy to throw any bonded weapon up to 60 feet in a straight line after which it flies back along the same path. Creatures in the path of the weapon must make a saving throw against a DC of 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) or take 2d4 + 1 damage.
When you summon a bonded weapon as a bonus action on your turn, you are now also able to make the weapon move around obstacles while it flies towards you.
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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