Base Class: Fighter
This warrior has spent many hours practicing the art of combat, allowing them to fight for longer periods of time, and make more of a impact on the battle
Battle Stance
Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 10 temporary hit points. The number of temporary hit points increases as you reach 7th, 10th, 15th, and 18th levels
You can use this feature three times, and you regain all expended uses of it when you finish a short rest.
Rapid Strike
Starting at 7th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.
Skilled Combatant
Beginning when you reach 10th level, your skill in combat allows you to score a critical hit on a roll of 19 or 20.
your training has also allowed you to increase your toughness. you gain +2 to your armor class or +2 to your constitution or strength score.
Hardy Warrior
Hours of physical exertion during training has improved your body's natural constitution
you gain either +2 strength or +2 constitution
Skilled Warrior
Hours of practice have increased your skills in defense
you gain +2 to your Armor class
Last Stand
Once per long rest, if you take damage that reduces you to 0 HP and doesn’t kill you, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current one. During that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 HP.
Perfect Strike
at 18th level, you're long hours of training have given you the ability to trade all your attacks in an action for a single attack that, if it hits, forces the target to make a constitution save;
on a failure, the targets hit points fall to zero. on a successful save the target instead takes 10D10 bludgeoning damage
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