Base Class: Fighter
While most warriors who claim the title of a fighter have done so through displaying prowess in every type of weaponry, few individuals choose instead to dedicate their lives to complete mastery of a single weapon.
Armament of the Devoted
Beginning when you choose this archetype at 3rd level, you choose your devoted weapon from a list of simple and martial (perhaps even exotic) weapons. You lose all other weapon proficiencies.
While wielding your devoted weapon, the fighting style you chose at 1st level is improved.
- Archery - Unerring Archery.
You gain a +2 bonus to attack rolls you make with ranged weapons.
By focusing your shots and lining up hit after hit on your target, you also deal an additional d4 damage (of the appropriate type) to creatures not engaged in melee. This additional damage die increases in size (d4 - d6 - d8 - d10 - d12) on each consecutive hit on an enemy until you miss, which causes it to reset to a d4.
- Defense - Stalwart Defense.
While you are wearing armor, you gain a +1 bonus to AC.
By your ability to learn your enemies' attacks and calculate movements, this bonus now increases by +1 (up to +4 total) for every attack that misses you, either until you are hit by an attack or until you attack.
- Dueling - Peerless 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.
By launching a blinding onslaught on enemies unfortunate enough to fight you one-on-one, you can also make one weapon attack as a bonus action against a creature you attacked this round, if you are both adjacent to no other enemies.
- Great Weapon Fighting - Ruthless 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.
By mercilessly utilizing the reach and weight of your mighty swings, you also gain the ability to cleave with two handed attacks, attacking adjacent enemies with disadvantage. You can either target up to two additional creatures each within your original reach and within 10 ft. of the original target, or one additional creature within 5 ft. of the target and no more than 5 ft. outside your weapon reach.
- Protection - Vigilant 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.
By never letting your guard down for your allies, you can also cast aside and punish any enemy who dares challenge your watch. The target you protect from the attack now gains your shield's bonus to their AC. Additionally, if you cause the attack to miss, you can also as part of the same reaction bash the enemy with your shield. The shield bash can either be a shove action, or a 1d4 damage Strength weapon you are proficient with.
- Two-Weapon Fighting - Cutthroat Two-Weapon Fighting.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
By blindsiding your enemies with a flurry of blades, you can also switch between utilizing your offhand for offense and defense. Your offhand attack now has advantage on any enemy that attacked you fewer times in one round than you can attack them (including your offhand attack) and scores a critical hit on a roll of 18 or higher. Alternatively, you can forgo your offhand attack and use your bonus action to add your proficiency bonus to your AC until it causes an attack to miss you.
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.
Devoted Weapon Maintenance
At 10th level, you achieve complete understanding over your devoted weapon, carefully maintaining it whenever you have time. After completing a short rest, you have advantage on attacks made with your devoted weapon a number of times equal to your proficiency bonus, and these weapon attacks deal an additional d6 damage. Additionally, you gain a use of your devoted Weapon Art without using a hit die, if applicable.
Improved Armament of the Devoted
Starting at 15th level, you can gain an additional weapon proficiency that counts as your devoted weapon for Armament of the Devoted if you are using a compatible fighting style.
Additionally, your chosen fighting style is improved further from Armament of the Devoted.
- Archery - Unerring Archery.
You gain a +2 bonus to attack rolls you make with ranged weapons.
By focusing your shots and lining up hit after hit on your target, you also deal an additional d4 damage (of the appropriate type) to creatures not engaged in melee. This additional damage die increases in size (d4 - d6 - d8 - d10 - d12) on each consecutive hit on an enemy until you miss, which causes it to reset to a d4.
Attacking at long range with your devoted weapon no longer imposes disadvantage on your attack rolls. If you already have this feature from the Sharpshooter feat, your long range is extended by an amount equal to your normal range instead.
- Defense - Stalwart Defense.
While you are wearing armor, you gain a +1 bonus to AC.
By your ability to learn your enemies' attacks and calculate movements, this bonus now increases by +1 (up to +4 total) for every attack that misses you, either until you are hit by an attack or until you attack.
Taking the dodge action gives you resistance to piercing, slashing, and bludgeoning damage until the start of your next turn, and you can attack as a bonus action after taking the dodge action.
- Dueling - Peerless 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.
By launching a blinding onslaught on enemies unfortunate enough to fight you one-on-one, you can also make one weapon attack as a bonus action against a creature you attacked this round, if you are both adjacent to no other enemies.
While both you and the creature you are attacking are adjacent to no other enemies, your critical hit threshold is decreased by 2. (20 to 18 by default)
- Great Weapon Fighting - Ruthless 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.
By mercilessly utilizing the reach and weight of your mighty swings, you also gain the ability to cleave with two handed attacks, attacking adjacent enemies. You can either target up to two additional creatures each within your original reach and within 10 ft. of the original target, or one additional creature within 5 ft. of the target and no more than 5 ft. outside your weapon reach.
Cleave no longer imposes disadvantage on attacks against the additional targets. If your cleave kills one of the additional targets, you can follow up with an overhead attack, attacking the original target again as a bonus action.
- Protection - Vigilant 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.
By never letting your guard down for your allies, you can also cast aside and punish any enemy who dares challenge your watch. The target you protect from the attack now gains your shield's bonus to their AC. Additionally, if you cause the attack to miss, you can also as part of the same reaction bash the enemy with your shield. The shield bash can either be a shove action, or a 1d4 damage Strength weapon you are proficient with.
An ally of your choice adjacent to you is now always affected by your shield bonus to their AC. Your reaction to protect an ally now also works against all attacks on a multiattack.
- Two-Weapon Fighting - Cutthroat Two-Weapon Fighting.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
By blindsiding your enemies with a flurry of blades, you can also switch between utilizing your offhand for offense and defense. Your offhand attack now has advantage on any enemy that attacked you fewer times in one round than you can attack them (including your offhand attack) and scores a critical hit on a roll of 18 or higher. Alternatively, you can forgo your offhand attack and use your bonus action to add your proficiency bonus to your AC until it causes an attack to miss you.
Your can now use your offhand attack two times per bonus action, and forgoing it to improve your AC lasts until your next turn instead.
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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