Fighter
Base Class: Fighter

Born into combat, bathed in the fires of war, raised in the pits of the gladiatorial fights, regardless of how you became in your past one thing that is certain is that you have learned to focus your inner rage. Unlike the crude barbarians application of rage you to use it you harness its potential to gain advantages in combat. 

For as long as war has raged, heroes from every race have aimed to master the art of battle. Warriors combine strength, leadership, and a vast knowledge of arms and armor to wreak havoc in glorious combat. Some protect from the front lines with shields, locking down enemies while allies support the warrior from behind with spell and bow. Others forgo the shield and unleash their rage at the closest threat with a variety of deadly weapons. Your particular class of fighters are unlike all others in the aspect that you do not try and become more superior over your foes rather you harness your wounds and injuries in combat. Often times done in heavy full plate armor, they often find them selves in the midst of combat regardless. 

Resilient Body

Starting at 3rd Level, the Rage Warrior can add 1d4 to his Hit points every time they level up. 

Rage Focus

Starting at 3rd level, the warrior chooses how they focus their rage in combat. Where some become advent defenders others become master of arms, while others harness the pure unbridled fury of their rage. 

Focus  

Features 

Defender 

When wielding a shield gain +1 bonus AC, spend half the time when Donning and Doffing Armor, you may equip a shield as a bonus action.  

Master of Arms  

You critical hit on a 19 – 20, while attacking with weapons you gain a +1 to hit 

Frenzy  

You add your proficiency bonus to your damage, You gain Dual wielder Feat 

Defender

Starting at 3rd level, when choosing Defender you gain the following 

  • When wielding a Shield gain an additional +1 to Ac
  • you spend half the time Donning and Doffing Armor, additionally you may equip a shield as a bonus action 

Frenzy

Starting at 3rd Level, the Frenzy warriors gain the following passive affects

  • You add your proficiency bonus to your damage
  • You gain the Dual Wielder feat

Master of Arms

Starting at 3rd Level, the Master of arms gain the following of passive benefits 

  • You now critically hit on a 19 - 20 
  • When attacking with weapons you gain a +1 to hit. 
  • By spending 10 minutes studying a scene you can tell what weapons were used in a fight either through bodily injuries or marks made by weapon in the scene

Rage

Starting at 3rd Level, you can now convert Rage into actions. For every 10 points of damage you take you gain 1 Rage to a maximum of 10 rage. Also for every 20 points of damage dealt gain one Rage point. Using a Rage point requires an Action unless otherwise stated. You gain access to rage actions when you meet the prerequisite Level. All rage gained is added at the end of each turn. 

E.G. Taking 20 damage you would gain 2 Rage, but not till after the end of the attackers turn. So using abilities like Last Defense would require you to have 8 Rage at the time of drooping to zero hit points. Being at 6 rage and taking 20 Damage gaining 2 rage that would drop you to zero hit points would not allow you to use Last Defense. 

Rage dissipates at 3 rage per a round after not attacking a target or being hit the previous round. This affect continues till the warrior either has Zero Rage or you are hit or deal damage.

Blood Frenzy

Prerequisite 3rd Level, Frenzy Warrior
0 Rage

As an Action until the end of your next turn you gain one rage for every 10 points of damage you deal with a weapon. 

Blood Thirst Victory

Prerequisite 7th Level, Frenzy
3 Rage 

After landing a fatal blow killing a target you may use your reaction and make an additional attack on any target of your choice with in 15 - foot of you. 

Cleaving Wave

Prerequisite 7th Level, Master of Arms
3 Rage

As a Bonus action one of your attacks may hit as many targets that are with in 5 - feet, and are in front of you. You make one attack roll and apply that to all targets AC, on hit, any damage dealt is dealt to all targets hit. This is not a multiple attack it is a single attack which is why you roll one to hit roll and one damage roll. The damage dealt for rage purposes is the total damage dealt across all targets, so 10 damage to each target with 3 targets would be 30 damage and you would gain 3 rage. 

Draw Attack

Perquisite 3rd level, Defender
1 Rage

The Fighter can now draw attacks to him self that were intended for others. As a Reaction to an attack that was not targeting you but was targeting an ally with in 10 feet of you, you may force that attack to hit you. When this is activated you may immediately take up to a 10 - foot movement; this does not provoke opportunity attacks, you also push targeted ally 5 foot in any direction you choose. If you have the Sentinel Feat you may use this Feature twice and changing the 5 - foot rule of Sentinel to 10 - foot as Draw Attack. 

Enraged Execution

Prerequisite 18th Level, Frenzy
8 Rage

As a Reaction, the Frenzy warrior after hitting his his target, but before dealing damage may activate Enraged Execution. When activated follow the below rules

  • You double damage Dice and add double your Proficiency Bonus on the attacks damage. 
  • If the Damage would drop the target to 50 HP or below the Target is instantly killed
  • If the Target is killed Gain an Extra attack that does not count against the fighters extra attacks he or she may already gain. 
  • On the extra Attack add the affects of Blood Thirsty Victory's Movement rule 
  • Gain 4 Rage and 10 Hit Points 

Frightful Presence

Prerequisite 14th Level, Frenzy
5 Rage 

The Frenzy Warrior makes a blood curdling scream that shakes his foes to their very soul. All targets in a 15 - foot Sphere must make a Wisdom Saving throw DC 8 + Strength + Proficiency Bonus, or become Frightened  

Hamstring

Requisite 3rd Level, Master of Arms
2 Rage

When you make a successful attack you may instead of dealing damage your target movement is halved till the end of their next turn. 

Imposing Presence

Prerequisite 14th Level, Defender
5 Rage

The Defender can now shout out imposing his will on all enemies with in 15 - foot Sphere, All targets must make a Wisdom Saving throw DC 8 + Strength + Proficiency Bonus, successful saving throw the targets do not lose their next turn. On a failure, they have disadvantage on their next attack action, and lose their next turn.    

Last Defense

Prerequisite 18th Level, Defender
8 Rage

As a Reaction to drooping to zero hit points, you instead are at 1 Hit point, the following affects happen till the begin of your next turn 

  • You are Immune to All damage
  • You can force one target to take all their attacks on you till the start of your next turn.
  • You can not be healed during this time. 

Overpower

Perquisite 3rd Level, Master of Arms
1 Rage

As a Reaction, when you critically hit an opponent, decrease their AC by Half your strength Modifier. This penalty applies until the Armor is repaired, or in the case of Natural armor till after a short rest.  

Pain Supression

Prerequisite 7th Level, Defender
3 Rage

The Defender becomes resistant to all forms of Physical damage till the end of their next turn. 

Precision Commnad

Prerequisite 14th Level, Master of Arms
5 Rage 

All Allies with in 15 - foot Sphere, have advantage on their next attack and the warriors Proficiency Bonus to the damage of the next attack. This bonus last till the end of their Next Turn.  

Relentless Assault

Prerequisite 7th Level, Master of Arms
3 Rage

When you make an Attack, so long as you deal damage, you may add a D6  damage to a successful extra attack. If the Warrior would gain multiple extra attacks for additional 2 Rage per an attack, and meeting the original stipulations of Relentless attack they may add an additional D6. 

So follow the below chart, at 18th level a warrior would spend a total of 7 Rage for 3d6 extra damage 

Extra Attack 

Rage cost 

Extra Damage dice total 

1 

3  

d6 

2 

2 

2d6 

3 

2 

3 d6 

Seismic Strike

Prerequisite 18th Level, Master of Arms
8 Rage

After activating Overpower the Master of Arms can cause a 20 - foot cone of destructive force to reach out and crush his opponents. The Shock-wave deals 8D10 Force damage and makes the ground shake knocking foes off balance. All in the cone affect must succeed at a DC 8 + Strength + Proficiency Bonus Strength Saving Throw, or become Prone.

Shield Defense

Perquisite 3rd Level, Defender 
2 Rage

The defender can now hide behind his shield, All physical Melee and Ranged attacks are considered to be blocked and deal 0 damage till the begin of their next turn. The Defender can do nothing else when this is activated. 

Shield Slam

Prerequisite 7th Level, Defender
2 Rage

As a Reaction, the defender may slam his shield into one of the attackers with in 5 - foot of them, this can only be used after the use of Shield Defense had been activated. This is the only exception to the rule of Shield Defense. The damage of Shield Slam is 1d6 + Strength, Additionally the target of Shield Slam must make a Strength Saving Throw DC 8 + Strength + Proficiency Bonus, Success the target is not knocked prone. 

Sunder Defense

Perquisite 3rd Level, Frenzy
1 Rage

Make an attack if successful deal no damage instead decrease the AC of your target; if they are wearing Armor, by your Proficiency Bonus. This effect last till the end of their next turn. 

Unbridled Bloodthrist

Prerequisite 7th Level, Frenzy 
3 Rage

When the Frenzy Warrior makes a critical strike as a reaction you gain 4 rage and your target takes 1d4 damage for 5 rounds. This is in due part to make a serious cut in the body causing them to bleed. Lesser Restoration can end the Bleed effect. 

Make Haste

Starting at 7th Level

The Rage warrior understands how to always tap into their inner rage pushing their bodies to move faster. They increase their base walking speed by 10

Blood Rage Trance

Starting at 10th Level

The Rage warrior while he has at least 5 Rage gains a Regeneration of 10 Per a round. You must start your turn with 5 or more rage in order for this feature to work

Lasting Rage

Starting at 15th Level

The rage warrior starts to lose his rage after two rounds of not being attacked or dealing damage. 

Avatar of Rage

Starting at 18th Level 

The rage warrior depending on his or her focus becomes the embodiment of their rage. Once you have activated this you must complete a long rest. 

 

Focus 

Feature 

Defender 

 Invigorating Rally – All allies Gain 5 Regeneration, +3 AC, +10 Movement for 5 Rounds Gain 10 Rage 

Master of Arms 

Battlelord – Till the end of your next turn Add your fighter Level to your damage Gain 10 Rage 

Frenzy 

Death Trance – Till the end of your next turn, Crit on 18 – 20 and double all damage, but take double damage. Gain 20 rage  

Battlelord

Prerequisite 18th level, Master of Arms
Gain 10 Rage

Till the end of your next turn you may may add your Fighter level to all your damage rolls. 

Death Trance

Prerequisite 18th level, Frenzy
Gain 20 Rage

The additional rage gained from this ability is only accessible while the Death Trance is active, after which if their is any rage in excess of 10 it is removed to 10. While under the effects of the Death Trance the frenzy warrior gains the following benefits till the end of your next turn

  • Crit on 18 - 20
  • Double all damage rolled 
  • Take double the damage

If you drop to zero causing you to make Death Saves you are considered to have two success to start, requiring only One success to Save.

Invigorating Rally

Prerequisite 18th Level, Defender
Gain 10 Rage

When activated, all allies that can hear you gains the following affects for 5 rounds 

  • 5 Regeneration per a round
  • +3 AC
  • +10 Movement 

Rage Warriors Image

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