Fighter
Base Class: Fighter

New Fighting styles, Maneuvers, Power Attack, and Improved Fighting Style

Template

Fighting Style (HardCORE)

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.


Whenever you gain a level in this class, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.

Defense

While you are wearing armor, you gain a +1 bonus to AC.


In addition, when a creature you can see attacks a target (including yourself) that is within 5 ft. of you , you can use your Reaction to impose disadvantage on the attack roll.

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.


In addition, after taking the Attack action, you may move up to 10 ft. from the enemy you are engaged with. If that enemy makes an attack of opportunity against you, they have disadvantage on the attack roll.

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.

In addition, when you take the Attack action and attack with a weapon you are wielding with two hands, you can use a Bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.

Raging Warrior

As a Bonus Action, you gain the ability to enter a battle rage a number of times equal to your CON modifier, regaining all uses after a long rest. Each rage lasts a until you spend two rounds without attacking or being attacked.


While raging, you gain +3 to hit and damage rolls made with a weapon using your Strength modifier. Creatures also have +3 on attack rolls against you while you're raging.

Ranged Fighting

You gain a +2 bonus to attack rolls you make with ranged weapons or weapons with the thrown property.


In addition, you can draw a weapon that has the thrown property, or reload a weapon that has the reload property, as part of the attack you make with the weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. You may also ignore the "light" and "melee" requirements for two-weapon fighting.


In addition, while wielding a weapon in each hand, if you don't take the Attack action, you may still make an attack with your Bonus action. If you don't attack with your Bonus action on your turn, you may make one additional attack with your Attack action.

Maneuvers

Starting at 2nd level, you learn maneuvers that are fueled by special dice called superiroity dice.


Maneuvers. You learn two maneuvers of your choice, which are listed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.


You learn one additional maneuver of your choice at 6th, 9th, and 14th levels.


You can replace one maneuver you know with a different maneuver whenever you finish a long rest. This change reflects your physical and mental preparation for the day ahead.


Superiority Dice. You have 3 superiority dice, which are d6s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a rest.


You gain another superiority die at 6th level and one more at 14th level.


The superiority die increases to a d8 at 6th level, a d10 at 9th level, and a d12 at 14th level.


Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:


Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

Ambush

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.

Bait and Switch

When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.

Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Brace

When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.

Commander's Strike

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

Commanding Presence

When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.

Disarming Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attack hits, add the superiority die to the attack's damage roll.

The advantage is lost if not used on the turn you gain it.

Goading Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Grappling Strike

Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.

Lunging Attack

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.

Maneuvering Attack

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Precision Attack

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Quick Toss

As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.

Rally

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Sweeping Attack

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Tactical Assessment

When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.

Trip Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Power Attack

Starting at 4th level, when you take the Attack action with a weapon you are wielding, before making the attack roll, you may choose to forgo your proficiency bonus to the roll. If you do, then add double your proficiency bonus to the damage roll if you hit.

Improved Fighting Style

Beginning at 14th level, your chosen fighting style improves with new features. These features are in addition to the originals. If you have a feature granting you more than one fighting style, only one may be improved.

Defense

The AC bonus increases to +2.


When you use this style's Reaction to impose disadvantage on an attack roll, if the attack still hits, reduce the damage the target takes by your level + your proficiency bonus (to a minimum of 0).

Dueling

The damage bonus increases to +4


When moving per this style, the movement does not provoke attacks of opportunity.

Great Weapon Fighting

If you reroll a 1 or 2 with this style, you treat the die as rolling its maximum possible result.


The damage die for this style's Bonus action attack increases to 1d6.

Raging Warrior

You may now sacrifice your hit dice to regain uses of this style. You regain one use for each hit die sacrificed in this way after a short rest.


While raging, you now gain +5 to hit and damage rolls made with Strength-based weapons and you are immune to the frightened and charmed conditions.

Ranged Fighting

If you begin your turn within 5 ft. of an enemy, you may move up to 30 ft. as part of your Attack action. This movement does not provoke attacks of opportunity.

Two-Weapon Fighting

You now gain a +1 bonus to AC when holding a weapon in each hand. Your Bonus action attack granted by this style also benefits from your Extra Attack feature.

18th Level Feature

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