Fighter
Base Class: Fighter

The champion of the realm is the pinnacle of physical conditioning and battle mastery.

Expanded Criticals

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Whenever you roll a critical hit you gain temporary hitpoints equal to 1d6+your Constitution modifier.

Extreme Exertion

Starting at 7th level, you can exert yourself beyond the physical abilities of other people. Whenever you make a Strength, Dexterity or Constitution check, you can roll a number of hit dice up to your proficiency bonus and add the total to your check. Using this ability expends the hit dice you use. You choose to use this ability after you roll the d20 to make the check but before you know the outcome.

Rapid Attack

At 10th level, you can make one weapon attack as a bonus action.

Crazy Criticals

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20. Whenever you roll a critical hit, you gain temporary hit points equal to 4d6 + your Constitution modifier.

Reckless Resilience.

At 18th level, you attain the pinnacle of resilience in battle. Whenever you fail a saving throw, you can roll a number of hit dice up to your proficiency bonus and add the total to your save. Using this ability expends the hit dice you use.

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