CLASS: FIGHTER
Level 1:
- Superiority Dice (3)
- Second Wind
- Once per combat encounter, upon reaching 50% of your total Hit Points, recover +1d8 Hit Points multiplied by your Proficiency Bonus.
- Once per combat encounter, upon reaching 50% of your total Hit Points, recover +1d8 Hit Points multiplied by your Proficiency Bonus.
- Manoeuvres (2)
Level 2:
- Passives (2)
- Passives are detailed after class and subclass progressions.
- Passives are detailed after class and subclass progressions.
Level 3:
- Subclass Progression
- Subclasses are detailed after class progression.
- Subclasses are detailed after class progression.
Level 4:
- Feat (1)
Level 5:
- Extra Attack
- Make an additional attack for free.
- Make an additional attack for free.
- Action Surge
- Gain an additional Action.
- Gain an additional Action.
- Manoeuvres (2)
Level 6:
- Passives (2)
- Passives are detailed after class and subclass progressions.
- Passives are detailed after class and subclass progressions.
Level 7:
- Subclass Progression
- Subclasses are detailed after class progression.
- Subclasses are detailed after class progression.
Level 8:
- Feat (1)
Level 9:
- Improved Extra Attack
- Make two additional attacks for free.
- Make two additional attacks for free.
- Indomitable
- Whenever you fail a Saving Throw, you may reroll it once.
- Whenever you fail a Saving Throw, you may reroll it once.
- Manoeuvres (2)
Level 10:
- Passives (2)
- Passives are detailed after class and subclass progressions.
- Passives are detailed after class and subclass progressions.
Level 11:
- Subclass Progression
- Subclasses are detailed after class progression.
- Subclasses are detailed after class progression.
Level 12:
- Feat (1)
SUBCLASS: Eldritch Knight
Level 3:
- Warlock Spell Slots (2)
- Cantrips (2 / Warlock)
- Spells (2 / Warlock)
Level 7:
- Spells (2 / Warlock)
- Spells (2 / Warlock)
SUBCLASS: Champion
Level 3:
- Champion's Windstorm
- In addition to automatically using Second Wind at 50% of your total Hit Points, you may now also manually use it once per combat.
- In addition to automatically using Second Wind at 50% of your total Hit Points, you may now also manually use it once per combat.
Level 7:
- Champion's Surge
- You may now use Action Surge once per combat encounter, rather than once per Short Rest.
- You may now use Action Surge once per combat encounter, rather than once per Short Rest.
Level 11:
- Champion's Indomitability
- In addition to rerolling a failed Saving Throw, you now add your Proficiency Bonus to all Saving Throws as well.
- In addition to rerolling a failed Saving Throw, you now add your Proficiency Bonus to all Saving Throws as well.
SUBCLASS: Frontier Knight
Level 3:
- Manoeuvres (2)
Level 7:
- Manoeuvres (2)
- Manoeuvres (2)
Honed Techniques (PASSIVES):
- Aspect of Defiance
- While below 50% of your maximum Hit Points, gain Resistance to all forms of Physical damage.
- While below 50% of your maximum Hit Points, gain Resistance to all forms of Physical damage.
- Challenger’s Call
- When an ally within 4.5m/15ft of you is damaged below 50% of their maximum Hit Points, you may spend your Reaction to immediately Challenge the enemy, as well as any enemies within 4.5m/15ft of the one you targeted.
- When an ally within 4.5m/15ft of you is damaged below 50% of their maximum Hit Points, you may spend your Reaction to immediately Challenge the enemy, as well as any enemies within 4.5m/15ft of the one you targeted.
- Charge of the Collective
- Upon Dashing, allies within 4.5m/15ft do as well.
- Upon Dashing, allies within 4.5m/15ft do as well.
- Duellist
- Gain a +2 bonus to Attack Rolls with Versatile weapons.
- Gain a +2 bonus to Attack Rolls with Versatile weapons.
- Full Arsenal
- Upon scoring a Critical Hit, restore two Superiority Dice.
- Upon scoring a Critical Hit, restore two Superiority Dice.
- Heavy Assault
- When you roll a 1 or 2 on a damage die with a Two-Handed weapon, reroll your damage die once.
- When you roll a 1 or 2 on a damage die with a Two-Handed weapon, reroll your damage die once.
- Intuitive Warning
- When an enemy makes an Attack Roll against an ally within 9m/30ft, use your Reaction to impose Disadvantage on the attack.
- When an enemy makes an Attack Roll against an ally within 9m/30ft, use your Reaction to impose Disadvantage on the attack.
- Ironclad
- Increase your Armour Class by +1. Increase it by +2 if you are wearing Heavy Armour.
- Increase your Armour Class by +1. Increase it by +2 if you are wearing Heavy Armour.
- Iron Will
- Add your STR Modifier to all Saving Throws.
- Add your STR Modifier to all Saving Throws.
- Leader’s Momentum
- Emit an aura across 4.5m/15ft which increases your allies’ Initiative by 5.
- Emit an aura across 4.5m/15ft which increases your allies’ Initiative by 5.
- Martial Fortress
- Upon killing an enemy while wearing Heavy Armour, gain Temporary Hit Points equal to your levels in Fighter.
- Upon killing an enemy while wearing Heavy Armour, gain Temporary Hit Points equal to your levels in Fighter.
- Martial Reclaim
- Upon killing an enemy, restore one Superiority Die.
- Upon killing an enemy, restore one Superiority Die.
- Merciless
- When dealing damage to an entity with less than 25% of its Hit Points remaining, add your STR Modifier to your damage rolls.
- When dealing damage to an entity with less than 25% of its Hit Points remaining, add your STR Modifier to your damage rolls.
- Natural Born Leader
- Upon rolling a Critical Hit, immediately Rally all allies within 9m/30ft.
- Upon rolling a Critical Hit, immediately Rally all allies within 9m/30ft.
- Opportunist
- When you make a successful Attack of Opportunity, reduce your target's Movement Speed to zero.
- When you make a successful Attack of Opportunity, reduce your target's Movement Speed to zero.
- Proper Form
- When an enemy damages you, spend a Superiority Die in order to reduce the damage by -1d8. You must be able to see the attacker.
- When an enemy damages you, spend a Superiority Die in order to reduce the damage by -1d8. You must be able to see the attacker.
- Reckless Abandon
- While in combat and not wearing Heavy Armour, restore one Superiority Die every three turns.
- While in combat and not wearing Heavy Armour, restore one Superiority Die every three turns.
- Sentinels Protection
- When an enemy damages an ally within 1.8m/6ft of you, spend a Superiority Die to reduce the damage by -1d8. You must be able to see the attacker.
- When an enemy damages an ally within 1.8m/6ft of you, spend a Superiority Die to reduce the damage by -1d8. You must be able to see the attacker.
- Tactical Retreat
- Upon Disengaging, allies within 4.5m/15ft do so as well.
- Upon Disengaging, allies within 4.5m/15ft do so as well.
- Tunnel Fighter
- Gain an additional Reaction.
- Gain an additional Reaction.
2 comments
And if fighter subclasses are just passives of other classes, why not add all 11 instead 2? :)