Fighter
Base Class: Fighter

Fights with weapons making more use than the average warrior, finding ways to turn power into force. 

Type Specialization

Starting at 3rd level, When you successfully hit a creature with a melee weapon attack you can chose to not add your ability modifier to the damage roll and instead add the following benefit to the action.

Bludgeoning: Reduce the speed of the target by 10 feet until the start of your next turn.

Slashing: You can move 5 feet from your current position provided you remain within 5 ft of the creature, this movement does not trigger attacks of opportunity.

Piercing: You can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you

Weapons as Tools

Starting at 7th level, you can use a standard action to perform the following action depending on your weapon damage type.

Bludgeoning: You chose a unoccupied space within 5ft of you and make a melee attack roll against the ground (AC 10) if you succed you can make that 5ft square count as difficult terrain, for every 5 points above 10 you roll you can make an additional 5ft square difficult as well, these square must be connected.

Slashing: You can make a Strength check on a creature wearing light or medium armor against their Athletics or Acrobatics save, if successful their armor knocked askew at its softer areas and the creature's AC becomes 10+their DEX modifier. The creature can take a Standard Action to fix their armor back into place returning their AC to normal.

Piercing: You can make a Strength check against the CON save of a creature holding a weapon, if you succeed the vibrations from your piercing strike affects their grip on the weapon, because of this can can not make attacks of opportunity until the start of their next turn.

Additional fighting style

At 10th level, you can choose a second option from the Fighting Style class feature.

 

Additional fighting style

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.

Mighty Blows

Starting at 15th level, you can wield any weapon with two hands, doing this adds an additional d6 to all damage rolls, this increases to a d8 if the weapon has the Two-Handed quality.

Perfect Usage

At 18th level, you can use a bonus action to treat the weapon you are holding as any damage type until end of turn.

Previous Versions

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12/15/2020 3:09:23 AM
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