Fighter
Base Class: Fighter

These knights developed their fighting style in the trenches, usually a first and very efficient line of defense of any note worthy kingdom. Their strengths lie in their innate crafty ability to return fire from cover, and usually can find or make cover in any scenario. Unlike most knights, the Trench Knight was not groomed in high nobility, but branded by quick witted militia men. 

Covered Fighter

At 3rd level you can turn ordinary objects into cover. As a bonus action you can turn a chair or objects of a similar size into 1/2 cover, as well as turning tables and doors or other objects of that size into 3/4 cover. As an addition to being able to make cover you gain advantages when fighting from behind cover: 

-When behind 1/2 cover, you ignore reloading properties and if you use a melee weapon you can use your bonus action to attack again without adding your modifiers to damage, and add a +2 to your rolls to hit.

-When behind 3/4 cover, you gain improved benefits from 1/2 cover; you get a +3 on your rolls to hit, and you can use your bonus action to attack with advantage.

Martial Art of a Survivor

At 3rd level you gain proficiency in the survival skill. 

Improved Covered Combat

At 7th level you gain these bonuses to combat when behind cover

-When an attack misses you, you can return fire as a reaction. If the creature attacking you is on the other side of your cover (5ft) and you are using a ranged weapon your return fire does not have disadvantage. 

-when using a reach or ranged weapon and a creature gets within 10ft of your cover, you can make an attack of opportunity. 

-You gain an additional bonus to AC equal to your proficiency bonus. 

-you have advantage on dexterity saving rolls. 

Improvised Cover

Starting at 10th Level, when no cover is present you can make 1/2 cover granted you carry a shield with you. As a bonus action you can shove your shield in the ground as makeshift stationary cover. In addition to that when you are directly behind a party member, they also count as 1/2 cover. As an action provided there is a dead body within 5 feet of you, you can pick it up in one hand and use it as a mobile 1/2 cover at a penalty speed of 10ft per turn. The corpse shield has an AC of 10 unless the body has armor then the AC is equal to that armor with no bonuses and has a total of 5 times your proficiency in hit points.

At the Ready

Starting at 15th level your cover provides a place safe enough to take a deep breathe and continue fighting, all cover is now considered 3/4 cover, and you gain these bonus action benefits:

-Starting from behind cover you can bonus action dash

-Starting from behind cover you can bonus action help from 30 feet away

-Starting behind cover, when you bonus action second wind, you treat the roll as maximum

-Starting from behind cover when using your bonus action to gain advantage on an attack, you can roll an additional d8 of weapon damage.

-Using items takes a bonus action instead of an action. 

One Man Makeshift Armada

At 18th level your cover becomes a dreadnought and you the greatest defense against any enemy, and you gain the following benefits from behind cover:

-Each attack action you make from cover, you attack twice, or attack once with advantage

-You are resistant to non magical piercing, slashing and bludgeoning damage

-When you action surge you can add an additional d8 of damage to your attack(s)

-When you use second wind as a bonus action, you gain that health back and an additional 1d10+fighter level in temporary hit points. 

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