Base Class: Fighter
You know what it is
The Show goes on
The Show Goes On: You gain proficiency in the Performance ability. 1 time per long rest, you can pinpoint a weakness on a certain type of creature. You can lose 5 AC for your turn to gain an extra +15 to hit. If your attack roll calculates over a 30, it is treated as a Critical Hit.
Saving Throw Changes
Saving Throw Changes: Your saving throw proficiencies change from Strength and Constitution to Dexterity and Charisma.
Armor Limitations
Armor Limitations: You gain the Unarmored Defense Ability, using Strength and Dexterity as your 2 modifiers for AC. do the modifiers mannually
Lethal Blow
Lethal Blow: Your Show Goes On ability can be used 3 times per long rest. It was one, now three
Healing Factor
Healing Factor: If under ¼ health, you gain back 15 HP at the start of you turns during combat.
Lone Swordman
Lone Swordsman: You gain the Great Weapon Master feat. Critical hits double the value of the damage, even if the DM says the dice are doubled. incorporated in this for a dnd beyond standpoint
Great Weapon Master Feat
You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
- On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
- Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.