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Fighter (Rebuilt)

Equipment
The Fighter
You start with the following equipment, in addition to the
equipment granted by your background:
Proficiency
Level Bonus Features (a) chain mail or (b) leather, longbow, and 20 arrows
1st +2 Fighting Style, Second Wind (1 Use) (a) a martial weapon and a shield or (h) two martial
2nd +2 Action Surge (1 Use), Battle Tempo,
weapons
Maneuvers (a) a light crossbow and 20 bolts or (b) two handaxes
3rd +2 Martial Archetype
(a) a dungeoneer's pack or (b) an explorer's pack
4th +2 Ability Score Improvement
5th +3 Extra Attack Fighting Style
6th +3 Indomitable You adopt a particular style of fighting as your specialty.
Choose one of the following options. You can't take a Fighting
7th +3 Martial Archetype feature Style option more than once, even if you later get to choose
8th +3 Ability Score Improvement again.
9th +4 Reactive
Adaptable
10th +4 Martial Archetype feature While you are wielding a weapon with the Versatile property,
11th +4 Extra Attack (2) you gain a +1 bonus to attack rolls with that weapon; if you
are wielding that weapon in one hand, you gain a +1 bonus to
12th +4 Ability Score Improvement damage rolls with that weapon; if you are wielding that
13th +5 Second Wind (2 Uses) weapon with two hands, you gain a +1 bonus to your AC.
14th +5 Battlemaster
Archery
15th +5 Martial Archetype feature You gain a +2 bonus to attack rolls you make with ranged
16th +5 Ability Score Improvement weapons.
17th +6 Action Surge (2 uses) Brawler
18th +6 Martial Archetype feature Whenever you successfully grapple or shove a creature, you
can also deal bludgeoning damage equal to your Strength
19th +6 Ability Score Improvement modifier to that creature
20th +6 Extra Attack (3) In addition, whenever a creature provokes an opportunity
attack from you, you can grapple or shove that creature
instead of making a melee attack against them.
Bulwark
Class Features Creatures provoke opportunity attacks from you when they
move while in your reach.
As a fighter. you gain the following class features.
Close Quarters Shooter
Hit Points When making a ranged attack while you are within 5 feet of a
Hit Dice: 1d10 per fighter level hostile creature, you do not have disadvantage on the attack
Hit Points at 1st Level: 10 + your Constitution modifier roll.
Hit Points at Higher Levels: 1d10 (or 6) + your In addition, whenever a creature provokes an opportunity
Constitution modifier per fighter level after 1st attack from you, you can make a ranged attack against that
creature instead of a melee attack.
Proficiencies
Armor: All armor, shields Defense
Weapons: Simple weapons, martial weapons While you are wearing armor, you gain a +1 bonus to AC.
Tools: None
Saving Throws: Strength, Constitution Dueling
Skills: Choose two skills from Acrobatics, Animal When you are wielding a melee weapon in one hand and no
Handling, Athletics. History, Insight, Intimidation, other weapons, you gain a +2 bonus to damage rolls with that
Perception, and Survival weapon.

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Great Weapon Fighting Action Surge
When you roll a 1 or 2 on a damage die for an attack you Starting at 2nd level, you can push yourself beyond your
make with a melee weapon that you are wielding with two normal limits for a moment. On your turn, you can take one
hands, you can reroll the die and must use the new roll, even additional action on top of your regular action and a possible
if the new roll is a 1 or a 2. The weapon must have the two- bonus action.
handed or versatile property for you to gain this benefit. Once you use this feature, you must finish a short or long
Guerilla rest before you can use it again. Starting at 17th level, you
Whenever you make an attack with advantage, if it hits, you can use it twice before a rest, but only once on the same turn.
may reroll your damage dice and use either total.
In addition, you have advantage on attacks made against Battle Tempo
creatures that have not yet acted in combat. Your familiarity with combat allows you to fall into a
comfortable fighting rhythm, suppressing the stress of battle
Hand to Hand and allowing you to focus entirely on the task at hand.
The base damage of your unarmed strikes is increased to 1d4 Also at 2nd level, you gain 1 Focus whenever you enter
+ your attack modifier bludgeoning damage, and your combat and aren't surprised, and whenever you succeed on a
unarmed strikes are considered to be weapons with the contested ability check or weapon attack on which you spent
Finesse and Light properties. no Focus.
As such, you may engage in Two-Weapon Fighting while You can spend Focus to use a variety of abilities, such as
unarmed or while wielding a one handed weapon, treating Maneuvers, detailed below. Whenever you are no longer in
your unarmed strikes as your off-hand weapon. combat, you lose 1 Focus each round.
Mariner Maneuvers
While you aren't wearing Medium or Heavy armor, swimming
no longer costs you extra movement, and you can hold your Through years of dedication and training, you have learned
breath twice as long. martial techniques known as maneuvers, allowing you to
In addition, being underwater does not impare your ability most effectively leverage your strengths and abilities in the
to make melee attacks or cast spells. heat of battle.
At 2nd level, you learn 3 maneuvers of your choice (detailed
Overwatch below), and you learn an additional maneuver at 5th, 9th,
While you aren't wearing Medium or Heavy armor, climbing 13th, 17th and 20th level: whenever you learn a new
no longer costs you extra movement, and you can fall an maneuver, you can also choose replace 1 maneuver you know
additional 10 feet without suffering damage from falling. with a different one.
In addition, you have advantage on ability checks and If one of your maneuvers calls for a saving throw, the DC is
saving throws made to clear low obstacles and avoid falling calculated as follows.
prone when landing in difficult terrain. Maneuver Save DC = 8 + your proficiency bonus + your
Attack modifier
Protection
When a creature you can see attacks a target other than you Martial Archetype
that is within 5 feet of you. you can use your reaction to At 3rd level, you choose an archetype that you strive to
impose disadvantage on the attack roll. You must be wielding emulate in your combat styles and techniques. Choose
a shield. Champion, Eldritch Knight, or Tactician, all detailed at the
end of the class description. The archetype you choose grants
Skirmisher you features at 3rd level and again at 7th, 10th, 15th, and
If you are not wearing Medium or Heavy armor, you gain a +5 18th level.
bonus to your speed, and opportunity attacks made against
you have disadvantage Ability Score Improvement
Two-Weapon Fighting When you reach 4th level, and again at 8th, 12th, 16th, and
When you engage in two-weapon fighting, you can add your 19th level, you can increase one ability score of your choice
ability modifier to the damage of the second attack. by 2, or you can increase two ability scores of your choice by
1. As normal, you can't increase an ability score above 20
Second Wind using this feature.
You have a limited well of stamina that you can draw on to Extra Attack
protect yourself from harm. On your turn, you can use a
bonus action to regain hit points equal to 1d10 + your fighter Beginning at 5th level, you can attack twice, instead of once,
level. whenever you take the Attack action on your turn. The
Once you use this feature, you must finish a short or long number of attacks increases to three when you reach 11th
rest before you can use it again. Starting at 13th level, you level in this class and to four when you reach 20th level in
can use it twice before a rest, but only once on the same turn. this class.

2
Indomitable Remarkable Athlete
Beginning at 6th level, once per turn, you may expend 1 Also at 7th level, you gain 1 Focus whenever you succeed on
Focus when making a Saving throw to make that Saving an uncontested Strength, Dexterity, or Constitution check not
Throw with advantage. modified by spending Focus. Whenever you make an
In addition, you gain 1 Focus whenever you succeed on a uncontested Strength, Dexterity, or Constitution check, you
Saving Throw on which you spent no Focus. may expend 1 Focus to make that check with advantage.
In addition, you can add half your proficiency bonus (round
up) to any Strength, Dexterity, or Constitution check you
Reactive make that doesn't already use your proficiency bonus, and
Beginning at 9th level, once per turn, you can expend 1 Focus whenever you make a running long jump, the distance you
to take a Reaction without using your Reaction. can cover increases by a number of feet equal to your
Strength modifier.
Battlemaster
Combat Excellence
Starting at 14th level, spending Focus to modify attacks and Starting at 10th level, whenever you use a Maneuver's
contested Ability Checks no longer prevent those rolls from Superiority option, you gain 1 Focus.
generating Focus.
Superior Critical
Martial Archetypes Starting at 15th level, your weapon attacks score a critical hit
on a roll of 18-20, and whenever you deal critical damage, you
Different fighters choose different approaches to perfecting may reroll the damage dice and use either total.
their fighting prowess. The martial archetype you choose to
emulate reflects your approach. Survivor
At 18th level, you attain the pinnacle of resilience in battle. At
Champion the start of each of your turns, you regain hit points equal to 5
The archetypal Champion focuses on the development of raw + your Constitution modifier if you have no more than half of
physical power honed to deadly perfection. Those who model your hit points left. You don't gain this benefit if you have 0 hit
themselves on this archetype combine rigorous training with points, but you do have advantage on all death saving throws.
physical excellence to deal devastating blows.
Eldritch Knight
Additional Fighting Style The archetypal Eldritch Knight combines the martial mastery
At 3rd level, and again at 10th level and 18th level, you can common to all fighters with a careful study of magic. Eldritch
choose an additional option from the Fighting Style class Knights use magical techniques similar to those practiced by
feature. wizards. They focus their study on two of the eight schools of
magic: abjuration and evocation. Abjuration spells grant an
Adrenaline Rush Eldritch Knight additional protection in battle, and evocation
Starting at 3rd level, when you use your Action Surge or spells deal damage to many foes at once, extending the
Second Wind, you gain 1 Focus. fighter's reach in combat. These knights learn a
In addition, when you use your Action Surge, you may also comparatively small number of spells, committing them to
take an additional bonus action, and when you use your memory instead of keeping them in a spellbook.
Second Wind, you add your proficiency bonus to the result.
Starting at 15th level, whenever you use your Action Surge, Battlemage
you can use this extra bonus action to make the Attack (one Starting at 3rd level, you can expend 2 Focus to cast a 1st
weapon attack only), Dash, Disengage, Hide, or Use an level Wizard Spell without expending a Spell Slot; this does
Object action, and when you use your Second Wind, you add not make any rolls required by that spell count as modified by
your Constitution modifier to the result. spending focus.
In addition, you gain 1 Focus whenever you succeed on a
Improved Critical spell attack not modified by spending Focus,.
Starting at 3rd level, your weapon attacks score a critical hit
on a roll of 19 or 20, and you gain 1 Focus whenever you Combat Casting
score a critical hit with a weapon attack. Also at 3rd level, you can perform the somatic components of
spells even when you have weapons or a shield in one or both
Immense Stamina hands, and you do not have disadvantage when making
Starting at 7th level, you may use your Action Surge and your ranged spell attacks while within 5 feet of a hostile creature.
Second Wind an additional time before having to take a short In addition, whenever a creature provokes an opportunity
or long rest, but only once each on the same turn. attack from you, you can cast a spell that targets that creature
instead of making a melee attack against them; The spell
must have a casting time of 1 action or bonus action, and
must target only that creature.

3
Spellcasting Arcane Charge
When you reach 3rd level, you augment your martial prowess At 15th level, as a bonus action, you can expend 1 Focus to
with the ability to cast spells. See chapter 10 for the general teleport up to 30 feet to an unoccupied space you can see.
rules of spellcasting and chapter 11 for the wizard spell list.
Cantrips. You learn two cantrips of your choice from the War Magic
wizard spell list. You learn an additional wizard cantrip of Starting at 18th level, when you use your action to cast a
your choice at 10th level. spell, you can make one weapon attack as a bonus action.
Spell Slots. The Eldritch Knight Spellcasting table shows In addition, you can expend 4 Focus to cast a 3rd level
how many spell slots you have to cast your spells of 1st level Wizard Spell without expending a Spell Slot.
and higher. To cast one of these spells, you must expend a
slot of the spell's level or higher. You regain all expended spell
slots when you finish a long rest. Eldritch Knight
For example, if you know the 1st-level spell shield and have
a 1st-level and a 2nd-level spell slot available, you can cast Fighter Cantrips Spells
shield using either slot. Level Known Known 1st 2nd 3rd 4th
Spells Known of 1st-Level and Higher. You know three 3rd 2 3 2 - - -
1st-level wizard spells of your choice, two of which you must 4th 2 4 3 - - -
choose from the abjuration and evocation spells on the
wizard spell list. 5th 2 4 3 - - -
The Spells Known column of the Eldritch Knight 6th 2 4 3 - - -
Spellcasting table shows when you learn more wizard spells
of 1st level or higher. Each of these spells must be an 7th 2 5 4 2 - -
abjuration or evocation spell of your choice, and must be of a 8th 2 6 4 2 - -
level for which you have spell slots. For instance, when you 9th 3 6 4 2 - -
reach 7th level in this class, you can learn one new spell of
1st or 2nd level. 10th 3 7 4 3 - -
The spells you learn at 8th, 14th. and 20th level can come 11th 3 8 4 3 - -
from any school of magic.
Whenever you gain a level in this class, you can replace one 12th 3 8 4 3 - -
of the wizard spells you know with another spell of your 13th 3 9 4 3 2 -
choice from the wizard spell list. The new spell must be of a 14th 3 10 4 3 2 -
level for which you have spell slots, and it must he an
abjuration or evocation spell, unless you're replacing the spell 15th 4 10 4 3 2 -
you gained at 8th, 14th or 20th level. 16th 4 11 4 3 3 -
Spellcasting Ability. Intelligence is your spellcasting
ability for your wizard spells, since you learn your spells 17th 4 11 4 3 3 -
through study and memorization. You use your Intelligence 18th 4 11 4 3 3 -
whenever a spell refers to your spellcasting ability. In 19th 4 12 4 3 3 1
addition, you use your Intelligence modifier when setting the
saving throw DC for a wizard spell you cast and when making 20th 4 13 4 3 3 1
an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your
Intelligence modifier Spell attack modifier = your proficiency
bonus + your Intelligence modifier
Tactician
Arcane Surge Those who emulate the archetypal Tactician master an
Starting at 7th level, as a bonus action, you can expend a spell employ a broad spectrum of maneuvers and martial
slot to gain Focus equal to the expended spell slot's level. techniques, seizing every opportunity available and expertly
Battle Magic guiding their compatriots through any confrontation. To a
Also at 7th level, when you use your action to cast a cantrip, Tactician, combat is not just an art, but an academic study.
you can make one weapon attack as a bonus action. For a Tactician, where and how you strike is as just important
as how hard and how fast.
War Mage
Starting at 10th level, you can expend 3 Focus to cast a 2nd Additional Maneuvers
level Wizard Spell without expending a Spell Slot. Starting at 3rd level, and again at 7th level, 10th level, 15th
In addition, you gain 1 Focus whenever a creature fails a level, and 18th level, you learn two additional maneuvers of
saving throw against a spell you cast, as long as that roll was your choice.
not modified by spending Focus. Whenever a creature makes
a saving throw against a spell you cast, you may expend 1
Focus to cause that saving throw to be made with
disadvantage.

4
Tactical Advantage Bait and Switch
Also at 3rd level, whenever you enter combat, you gain Whenever a creature you are aware of makes an opportunity
additional Focus equal to your proficiency bonus. attack against you, that creature provokes an opportunity
In addition, each round, you may choose to instead act on attack from you if you Expend 1 Focus.
any place in the initiative order lower than your place in the Superiority. You may expend 1 additional Focus to make
initiative order; this does not change your place in the your attack of opportunity against that creature first; if your
initiative order, only where you act on the initiative order this attack hits, that creature's opportunity attack is made with
round. disadvantage.
Know Your Enemy Chain Reaction
Starting at 7th level, if you spend at least 1 minute observing Whenever you take a reaction, if that reaction triggers one or
or interacting with another creature outside combat, you can more other reactions you can take, you may expend 1 Focus
learn certain information about its capabilities compared to to take one of those other reactions as part of the reaction
your own. The DM tells you if the creature is your equal, you are currently taking.
superior, or inferior in regard to two of the following Superiority. You may expend 1 additional Focus to instead
characteristics of your choice: take up to any number of those other reactions as part of the
reaction you are currently taking.
Strength score
Dexterity score Cleave
Whenever you make a melee attack against a target, you can
Constitution score expend 1 Focus to choose a second target within your reach
Armor Class that is adjacent to the first target; the second target also
becomes the target of your attack.
Current hit points Superiority Option You may Expend 1 additional Focus to
choose third target for your attack that is within your reach
Total class levels (if any) and adjacent to either the first or second target; all 3 targets
Fighter class levels (if any) must collectively be either parallel or perpendicular to you.
You add your proficiency bonus to damage rolls you make Combat Reflexes
against any creature you have observed this way within the Whenever you take a reaction, if that reaction's trigger could
last 24 hours. have triggered one or more other reactions you can take, you
may expend 1 Focus take one of those other reactions as part
Battle Ready of the reaction you are currently taking.
Also at 7th level, you are proficient in initiative rolls. Superiority. You may expend 1 additional Focus to instead
take up to any number of those other reactions as part of the
Unit Cohesion reaction you are currently taking.
Starting at 10th level, whenever a creature performs a task or
makes an attack you could Help with, you can take the Help Coordinated Strike
action as a Reaction to assist them. Whenever you hit a creature with an attack, you may expend
1 Focus to cause that creature to provoke an opportunity
Cooperative Combat attack from another creature of your choice.
Starting at 15th level, as a bonus action, you can expend 1 Superiority Whenever you hit a creature with an attack,
Focus to increase a friendly creature's initiative count by 5. you may expend an additional 1 Focus to cause that creature
to provoke opportunity attacks from any number of other
Relentless creature of your choice.
Starting at 18th level, as long as you are conscious and in
combat, you gain 1 Focus at the start of each of your turns. Disarm
Whenever you hit a creature with an attack, you may expend
1 Focus to force the target to succeed on their choice of a
Maneuvers Strength or Dexterity saving throw or drop an object of your
Assist choice that they are holding: the object lands at their feet.
You may expend 1 Focus to take the Help action as a bonus Superiority. You may expend 1 additional Focus to instead
action. force the target to succeed on your choice of a Strength or
Superiority Option You may expend 1 additional Focus to Dexterity saving throw, and you may have the object land in a
allow any number of creatures to benefits of your Help action, adjacent space of your choosing.
so long as they are all attempting the same task.
Disrupt
Whenever you hit a creature with an attack, you may expend
1 Focus to cause that creature to lose Concentration.
Superiority. You may expend 1 additional Focus to prevent
that creature from maintaining Concentration for 1 round.

5
Distract Focused Attack
Whenever you hit a creature with an attack, you can expend 1 Whenever you make an attack or Contested ability check
Focus to cause the next attack made against that creature by without disadvantage, you may expend 1 Focus to make that
a creature other than you to be made with advantage, until attack or Contested ability check with advantage.
the start of your next turn. Superiority Once per turn, when you miss with an attack
Superiority. You may expend 1 additional Focus to instead or fail a Contested ability check, you may expend 1 additional
cause all attacks made against that creature by creatures Focus to reroll that attack or ability check and use the new
other than you to be made with advantage, until the start of result.
your next turn.
Goad
Eldritch Blade Whenever you hit a creature with a melee attack, you may
Eldritch Knight Only expend 1 Focus to force that target to succeed on a Wisdom
Whenever you make an attack with a weapon, you may saving throw or have disadvantage on all attacks made
Expend 1 Focus to coat that weapon in a sheathe of magical against targets other than you for 1 round.
energy, causing it to deal force damage instead of its normal Superiority. If you expend 1 additional Focus, a creature
damage type. that fails this saving throw provokes opportunity attacks from
Superiority Option Whenever you take the attack action, you whenever it attacks a creature other than you, and if it
you may expend 1 additional Focus to coat any weapons you fails this saving throw by 5 or more, it can't attack any target
use to make an attack this way in sheathes of magical energy, other than you.
causing them to deal force damage instead of their normal
damage types. Lunge
Whenever you make a melee attack, you may expend 1 Focus
Embolden to increase your reach for that attack by 5 feet.
Once per turn, as a bonus action, you can expend 1 Focus to Superiority. You may expend 1 additional Focus as part of
grant a friendly creature that can see and hear you temporary making that attack to move into an unoccupied space directly
hit points equal to half your fighter level (rounded up) + your between you and the target of your attack without provoking
proficiency bonus; a creature cannot gain the benefit of this opportunity attacks.
maneuver more than once per combat encounter.
Superiority You may Expend 1 additional Focus to instead Opportunistic Strike
perform this maneuver as an action; if you do, all friendly Whenever a creature you are aware of is knocked back, falls
creatures that can see and hear you gain temporary hit points prone, or attempts to rise from prone, you may expend 1
equal to half your fighter level (rounded up) + your proficiency Focus to cause that creature to provoke an opportunity attack
bonus. from you.
Superiority Option Whenever a creature you are aware of
Evade is forced to make a Strength or Dexterity check by something
Whenever you are hit by an Attack you are aware of, you may other than you or moves while its speed is reduced, you may
expend 1 Focus as a reaction to halve the attack's damage expend 1 additional Focus to cause that creature to provoke
against you. an opportunity attack from you.
Superiority Option Whenever you are subjected to an
effect that allows you to make a Dexterity saving throw to Overrun
take only half damage, you may expend 1 additional Focus to Whenever you hit a creature with a melee attack, you may
instead take no damage if you succeed on the saving throw, expend 1 Focus to Shove that creature as a bonus action.
and only half damage if you fail. Superiority. You may expend 1 additional Focus to both
push the target away and knock the target down; if the target
Evasive Footwork is pushed away, you may enter the space it previously
When you move, you may expend 1 Focus to add your occupied without provoking opportunity attacks.
proficiency bonus to your AC until you stop moving.
Superiority. You may expend 1 additional Focus to also Parry
ignore the effects of non-magical difficult terrain until you Whenever an attacker you are aware of makes a melee attack
stop moving. against you, if you are wielding a melee weapon, you can
expend 1 Focus as a reaction to add your proficiency bonus to
Flurry your AC against that attack.
Whenever you take the attack action, you may expend 1 Superiority. If the attack still hits you, you may expend 1
Focus to make an additional attack; if you do, you cannot additional Focus to roll damage for your melee weapon
make more than one attack against a single target as part of (adding relevant modifiers) and reduce the damage that
that attack action. would be dealt to you by an amount equal to the result of that
Superiority. You may instead expend 1 additional Focus roll.
when you take the attack action to instead make a melee
attack against each creature with your reach, or a ranged
attack against each creature within 10 feet of a point within
your weapon's range (You must have ammunition for each
target, as normal); you must make a separate attack roll for
each attack.

6
Power Attack Reposition
Whenever you make an attack, you may expend 1 Focus to Whenever you hit a creature with a melee attack, you may
not add your proficiency bonus to the attack roll; if you do, expend 1 Focus to allow yourself or a friendly creature who
and that attack hits, you gain a bonus to your damage roll can see or hear you within that creature's reach to move up to
equal to twice your proficiency bonus. 5 feet as a reaction without provoking opportunity attacks
Superiority Option Whenever you take the attack action, from that creature.
you may expend 1 additional focus to not add your Superiority You may expend 1 additional Focus to instead
proficiency bonus to the attack rolls of any attacks you make allow yourself and any number of friendly creatures who can
this way; if you do, you gain a bonus to any damage rolls see or hear you within that creature's reach to move up to 5
made this way equal to twice your proficiency bonus. feet as a reaction without provoking opportunity attacks from
that creature.
Precise Strike
Whenever you make an attack against a target that is Riposte
benefiting from half or three-quarters cover, you may expend Whenever a creature you are aware of misses you with a
1 Focus to make your attack ignore half cover, and treat melee attack, you may expend 1 Focus to have that creature
three-quarters cover as though it were have cover. provoke an opportunity attack from you.
Superiority. You may expend 1 additional Focus to make Superiority. You may expend 1 additional Focus to add
your attacking instead ignore half and three-quarters cover. your proficiency bonus to the damage roll of this opportunity
attack.
Quick Step
Once per turn, you may expend 1 Focus as part of taking a Seize
reaction to move up to 5 feet without provoking opportunity Whenever you hit a creature with a melee attack, you may
attacks. expend 1 Focus to Grapple that creature as a bonus action.
Superiority. Whenever something happens that would Superiority. You may expend 1 additional Focus to choose
trigger one or more of your reactions if you were in an if the target of your Grapple contests your Strength
adjacent, unoccupied space, you may expend 1 additional (Athletics) check with with a Strength (Athletics) or Dexterity
Focus to take that reaction as though you were in that space; (Acrobatics) check.
if you do, you must use Quick Step to move into that space to
perform that reaction. Tradecraft
You may expend 1 Focus to take the Use an Object action as
Rally a bonus action.
As a bonus action, you can aid one of your companions in Superiority You may expend 1 additional Focus to take the
recovering from the trials of battle: choose a friendly creature Activate an Item action as a bonus action.
that can see and hear you: if that creature is Frightened
and/or Charmed, it can repeat any saving throws against Veteran Instincts
effects causing those conditions, ending them on a success. Whenever you enter combat, if you aren't surprised, you may
Superiority Option You may instead perform this expend 1 Focus to roll initiative with advantage; if you do, you
maneuver as an action. If you do, all friendly creatures that may take the Search action as a reaction.
can see and hear you that are Frightened and/or Charmed Superiority. You may expend 1 additional Focus to move
can repeat their saving throws against effects causing those up to half your speed and interact with up to one object as
conditions, ending them on a success. part of that reaction.
Rampage
Whenever you reduce a creature to 0 hit points with an
attack, you may expend 1 Focus to make an additional attack.
Superiority. You may expend 1 additional Focus to gain
this benefit whenever you score a critical hit with an attack.
Rapid Strikes
Whenever you make an attack with advantage, you may
expend 1 Focus to instead make two attacks without
advantage; these attacks cannot gain advantage.
Superiority. You may expend 1 additional Focus to allow
these attacks to gain advantage; these attacks cannot be
modified by Rapid Strikes again.

7
Maybeboard
Fighting Styles
Thug
You have advantage on all attacks made against creatures
that are grappled.
Whenever a creature misses you with a melee attack, you
may attempt to grapple them as a reaction -- or -- you may
make an attack against a creature you are grappling as a
bonus action -- or as a bonus action, you may cause a creature
you are grappling to provoke an opportunity attack from you --
or -- whenever a creature escapes your grapple they provoke
an opportunity attack from you.
-----
While you are wearing Medium or Heavy armor, you may use
your Strength?/Constitution in place of your Dexterity when
calculating your AC.
----
While you are wearing armor (medium/heavy?), reduce any
non-magical bludgeoning, piercing and slashing damae you
would take by an amount equal to (half?) your proficiency
bonus.
-----
You may draw a weapon as part of making an attack with it
without using your object interaction. --- needs considerably
more
-----
Maneuvers
Cut and Run
Whenever you take the Disengage action, you may expend 1
Focus to shove a target as a bonus action.
Superiority
Advanced Fighting Sytles
At level ---, you gain the following abilities based on your
Fighting Styles.

8
Changelog
Indomitable
Beginning at 6th level, once per turn, you may expend 1
Focus to reroll a saving throw that you fail and use the new
result.
In addition, you gain 1 Focus whenever you succeed on a
Saving Throw not modified by spending Focus.
Starting at 13th level, you may expend 1 Focus when you
make a saving throw to make that roll with advantage.

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