Fighter
Base Class: Fighter

it is important to note that to cast a spell the player has to know whet to say in the ancient language

Telepathy

When inspecting ones mind you are attempting to break through their mental barriers. This will use your wisdom modifier when determining your success. For your opponent they will need to make a wisdom saving throw with a minimum DC of 8 but it becomes a challenge role after that. If the person initiating the contact roles a one then they then must make a second role to insure that they close of their minds quick enough for the other not to enter their mind with the DC being 10.

Telepathy

Telepathy allows you to enter another persons mind. This ability in not easy however and cannot be learned until third level. When invading ones mind they may or may not have shields around their conscious. If they do not then To enter their mind you must make a wisdom check with a DC of 5. However if they do have shields around their mind then the DC is a base of ten and can be lowered or raised at the DM's discretion. However if you roll a one then you must quickly close your mind to save yourself from being attacked back. THis is a wisdom save with a DC of 10

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Additional Fighting Style

At 10th level, 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.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.

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