Hit Points

  • Hit Dice: 1d10 per fighter level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies

  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Dexterity, Charisma
  • Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

  • (a) chain mail or (b) leather, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack

OR

Starting Gold 5D4x10 (150)


Fighting Style [1]
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Honorable Blade1) [4]
    When you attack an enemy who has none of your allies adjacent to it, you gain a +3 bonus to damage rolls.

Second Wind [1]
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.


Action Surge [1]
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.


Bonus Proficiency [2]
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Fighting Spirit [2]
Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

You can use this feature three times. You regain all expended uses of it when you finish a long rest.


Feat: Defensive Duelist [7]
Prerequisite: Dexterity 13 or higher
Mastering wielding a weapon with bot hands you have perfected your technique, using your weapon to block incoming attacks and take advantage of a foe's blunders. you gain the following benefits.

  • When you are wielding a weapon in two hands with which you are proficient you can increase your Ac by 2.
  • When wielding a weapon in two hands, If another creature misses you with a melee attack you may use your reaction to make an attack against that creature, done so with advantage.

Extra Attack: LV1 [1]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.


Feat: Sentinel [1]
Prerequisite: Dexterity 13 or higher
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits.

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Elegant Courtier [2]
Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).


Feat: Blade Master [6]
You master the Blade in all its forms. You gain the following benefits when using any of them:

  • You gain a +1 bonus to attack rolls you make with a weapon that deals slashing damage.
  • On your turn, you can use your Action to assume a parrying stance, provided you have the weapon in hand. Doing so grants a +2 bonus to your AC until the start of your next turn or until you're not holding the weapon.
  • When you make an opportunity attack with a melee weapon, you have advantage on the attack roll.
  • Creatures provoke an attack of opportunity if they miss you with a melee range attack.

Indomitable [1]
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.


Tireless Spirit [2]
Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.


Extra Attack: LV2 [1]
Beginning at 5th level, you can attack Three, instead of once, whenever you take the Attack action on your turn.


Ability Score or Feat




Rapid Strike [2]
Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.


Ability Score or Feat


Strength Before Death [2]
Starting at 17th level2) , your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

Once you use this feature, you can’t use it again until you finish a long rest.


Extra Attack: LV3 [1]
Beginning at 18th level, you can attack four times, instead of once, whenever you take the Attack action on your turn.



Favored Foe [3]
This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Deft Explorer [3]
This 1st-level feature replaces the Natural Explorer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.

  • Canny
  • Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.
  • You can also speak, read, and write 2 additional languages of your choice.

Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Druidic Warrior.
  • You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.

SpellCasting


1)
Altered from Treachery Fighting Style
2)
Pushed Back 1 level for Unearthed Arcana: DND One Level 20 Changes
  • character/maru/class.txt
  • Last modified: 8 months ago
  • by Cinder