Fighter
Base Class: Fighter

The Lordrich Ranger is meant to be deadly efficient force on the battlefield, alone or with others. The Northern Kingdom's answer to the Elven Rangers, the Rangers of Lordrich are rigorously trained to the peak of physical capability, extremely fast, accurate, and brutal when need be. They're a smaller, and newer force, but are meant to be the answer to a problem when a cleric or blessed knight is unable to answer the call. They defend their home from abroad, or in its very streets, acting as Lordrich's Eyes, Fists, and Will.

Rapid Strike

Once per turn, when you use the attack action, you can choose to roll for an additional attack. This can be done once per turn, not stacking with multiattack. You can use this ability a number of times equal to your proficiency bonus and your uses recharge after a short rest. 

Additional Fighting Style

At 3rd 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.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

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.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Eyes of Lordrich

You've been trained to focus your mind and your eyes, locking onto your target with deadly accuracy.

Starting at 7th level, you can use your bonus action to give yourself a +5 to hit on your next ranged attack roll and ignore half and three quarters cover if your target is behind either. You can only use this ability if you have not move on your turn, and it reduces your movement speed to 0 for the duration of this turn. 

Alternatively, you can reduce your movement speed to 0 to give yourself a +5 to hit on your next melee attack, as well as advantage. 

Fist of Lordrich

Sometimes you need to brutalize an enemy to get a message across to the rest of them.

At 7th you can attack an enemy in a way that utterly terrifies their allies around them. 
You can use your action to target an enemy for an attack in a way that not only strikes them, but horribly brutalizes them, throwing any sense of honor to the wind as you unleash a devastating blow to send a message. If you hit with this attack, any hostile within 30ft of your target must succeed on a wisdom saving throw of 8+your proficiency bonus +your dexterity modifier or be frightened by you until the end of combat or until you're incapacitated. They can reroll this save at the end of each of their turns.
Additionally, if you kill your target with this ability, any enemy that fails the saving throw takes 1d6 psychic damage each turn until the frightened status is over.

Army of One

You never stop at one. You will take on all who stand against you and your mission, trained to stand alone against tides of enemies. 

At 10th level, if you attack an enemy on your turn as your action, you can use your bonus action to attack another enemy within your range. 

Quick Draw

Your enemies are not prepared for your quick reflexes. You can act in combat faster than most can comprehend, and you can make it so that you and your allies easily gain an advantage in the early moments of a battle.
At 15th level, you gain advantage on initiative rolls. Additionally, you and your allies gain advantage on attack rolls on the first enemy you hit  until the end of your next turn. 

Will of Lordrich

You stand for the kingdom of Lordrich. You waste no time in battle, moving things towards their inevitable end with deadly efficiency.

At 18th level, your first hit against a creature at its hit point maximum is automatically a critical hit. Additionally, they take extra weapon damage equal to your level. 

Lordrich Ranger Image

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