Sadrik
First Post
Here is my stab at a fighter that I think works. This version is complete with all missing subclass features. My design goals/what I have done:
Fighter
A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.
A dwarf in chain mail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.
A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight—and his own tactical advantage. His opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him.
All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.
Well-Rounded Specialists
Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.
Trained for Danger
Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.
Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards—few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.
Creating a Fighter
As you build your fighter, think about two related elements of your character’s background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors.
You might have enjoyed formal training in a noble’s army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught—unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions—the only things that stand between you and death’s embrace.
Quick Build
You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution. Second, choose the soldier background.
Class Features
As a fighter, you gain the following class features.
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: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(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
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options.
Armor Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to attack rolls with that weapon.
Great Weapon Fighting
When you are wielding a melee weapon with two hands, you gain a +2 bonus to damage rolls with that weapon. The weapon must have the two-handed or versatile property for you to gain this benefit.
Marksmanship
You gain a +2 bonus to attack rolls you make with ranged missile weapons.
Martial Arts
When you are wielding any short sword or simple weapon you gain an extra unarmed attack that deals 1d4 bludgeoning damage and can use DEX or STR.
Shield Defense
When you are wielding a shield you, you gain a +1 bonus to AC.
Throwing Master
You gain a +2 bonus to damage rolls you make with ranged thrown weapons.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmored Defense
While wearing no armor, your AC equals 10 + your Dexterity modifier + your Wisdom or your Constitution modifier.
Action Surge
You can push yourself beyond your normal limits for a moment. You gain a number of action surges equal to 2 + 1 for every three fighter levels.
You must finish a short or long rest to regain your action surges again.
Combat Maneuvers
Activating a Maneuver: Spend your reaction and an action surge to...
Maneuvers known: You know a number of maneuvers equal to the number of action surges you have.
Combat Superiority: +1d4 (at level 10 +1d6, at 13 +1d8, and at 17 +1d10)
Saving throw: 8 + Proficiency + STR or DEX
Maneuvers
Disarming Attack: Disarm
Evasive Footwork: Add bonus to AC
Feinting Attack: Advantage on your next attack against the creature
Lunging Attack: add reach
Menacing Attack: Frighten
Parry: DR
Precision Attack: Bonus to attack
Pushing Attack: Push someone
Trip Attack: knock target prone
Martial Archetype
You choose an archetype that you strive to emulate in your combat styles and techniques. Your archetype grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Know Your Enemy
At 2nd level you gain this feature as PHB page 73-74.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice 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 using this feature.
Extra Attack
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.
Additional Fighting Style
At 9th level, you can choose a second option from the Fighting Style class feature. You can’t take a Fighting Style option more than once.
Martial Archetypes
Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.
Champion
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Champion Maneuvers
Indomitable: You can spend two action surges and use your reaction to reroll a saving throw that you fail. If you do so, you must use the new roll.
Riposte: Attack a creature that missed you
Second Wind: On your turn, you can spend an action surge and use your reaction to gain temporary hit points equal to your combat superiority.
Surge Attack: On your turn, you can spend one action surge to gain an additional attack on top of your regular number of attacks.
Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Remarkable Athlete
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Feral Instinct
At 10th level, as PHB page 49
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.
Primal Champion
At 18th level, as PHB page 49
Defender
The archetypal Defender focuses on the development of skill in defense. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Defender Maneuvers
Indomitable: You can spend two action surges and use your reaction to reroll a saving throw that you fail. If you do so, you must use the new roll.
Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction and spend a surge to impose disadvantage on the attack roll. You must be wielding something to interdict attacks such as a weapon or shield.
Retaliation: As PHB page 50
Second Wind: On your turn, you can spend an action surge and use your reaction to gain temporary hit points equal to your combat superiority.
Danger Sense
At 3rd level, as PHB page 48
Uncanny Dodge
At 7th level, as PHB page 96
Evasion
At 10th level, as PHB page 96
Undying Sentinel
At 15th level, as PHB page 87.
Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
Duelist
The archetypal Duelist focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Duelist Maneuvers
Evasive Footwork: Add bonus to AC
Goading Attack: Get them to attack you
Retaliation: As PHB page 50: attack a creature that damaged you
Surge Attack: On your turn, you can spend one action surge to gain an additional attack on top of your regular number of attacks.
Additional Fighting Style
At 3rd level, you can choose a second option from the Fighting Style class feature.
Fast Movement
Starting at 7th level, as PHB page 49.
Brutal Critical
Starting at 10th level, as PHB page 49.
Assassinate
Starting at 15h level, as PHB page 97.
Death Strike
Starting at 18th level, as PHB page 97.
Hexblade
The archetypal Hexblade focuses on the development of magic and physical power. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Hexblade Maneuvers
Eldritch Strike: Disadvantage on their next save against your spell
Indomitable: You can spend two action surges and use your reaction to reroll a saving throw that you fail. If you do so, you must use the new roll.
Spell Knowledge: Learn two new spells. Can be selected multiple times.
Surge Attack: On your turn, you can spend one action surge to gain an additional attack on top of your regular number of attacks.
War Magic: cast a spell when you attack
Spellcasting
At 3rd level, as PHB page 75 except you learn 3 starting spells and 2 cantrips. To learn more spells select the Spell Knowledge maneuver.
Weapon Bond
At 7th level, as PHB page 75.
Pact of the Blade
At 10th level, as PHB page 107-108.
Arcane Charge
At 15th level, as PHB page 75.
Sword Mage
At 18th level, you gain proficiency in all saving throws.
Slayer
The archetypal Slayer focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Slayer Maneuvers
Retaliation: As PHB page 50: attack a creature that damaged you
Second Wind: On your turn, you can spend an action surge and use your reaction to gain temporary hit points equal to your combat superiority.
Surge Attack: On your turn, you can spend one action surge to gain an additional attack on top of your regular number of attacks.
Sweeping Attack: damage a second creature
Reckless Attack
At 3rd level, as PHB page 48.
Improved Critical
At 7th level, your weapon attacks score a critical hit on a roll of 19 or 20.
Favored Enemy
At 10th level, as PHB page 91 except gain additional enemies at levels 15 and 18.
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.
Savage
At 18th level, you are now resistant to slashing, piercing, and bludgeoning damage.
Warlord
The archetypal Warlord focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Warlord Maneuvers
Commander's Strike: Make another attack on your behalf
Distracting Attack: give another advantage that you attack
Maneuvering Attack: Move an ally
Rally: Add temp HP to ally
Student of War
At 3rd level, as PHB page 73.
Combat leader
At 7th level, you grant allies who can hear you advantage on initiative rolls, so long as you are not surprised.
Battlefield Superiority
At 10th level, enemies within your reach are considered in difficult terrain.
Relentless
At 15th level, as PHB page 74.
Battle Master
At 18th level, enemies cannot score critical hits on you or your allies within 30 feet.
- Specialize the subclasses more and provide more of them.
- Include the maneuvers in each fighter subclass.
- Subclasses grant specialized maneuvers.
- Action surge and second wind features into maneuvers.
- Add in some features from other classes into the maneuvers.
- Change a few fighting styles, per some of my previous ideas/house rules.
- Provide more fighting styles from other classes.
- Tie hexblade casting with it's maneuvers somehow. (This is an area that still does not quite fit)
- Subclass gained at level 1.
Fighter
A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.
A dwarf in chain mail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.
A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight—and his own tactical advantage. His opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him.
All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.
Well-Rounded Specialists
Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.
Trained for Danger
Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.
Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards—few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.
Creating a Fighter
As you build your fighter, think about two related elements of your character’s background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors.
You might have enjoyed formal training in a noble’s army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught—unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions—the only things that stand between you and death’s embrace.
Quick Build
You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution. Second, choose the soldier background.
Class Features
As a fighter, you gain the following class features.
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: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(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
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options.
Armor Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to attack rolls with that weapon.
Great Weapon Fighting
When you are wielding a melee weapon with two hands, you gain a +2 bonus to damage rolls with that weapon. The weapon must have the two-handed or versatile property for you to gain this benefit.
Marksmanship
You gain a +2 bonus to attack rolls you make with ranged missile weapons.
Martial Arts
When you are wielding any short sword or simple weapon you gain an extra unarmed attack that deals 1d4 bludgeoning damage and can use DEX or STR.
Shield Defense
When you are wielding a shield you, you gain a +1 bonus to AC.
Throwing Master
You gain a +2 bonus to damage rolls you make with ranged thrown weapons.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmored Defense
While wearing no armor, your AC equals 10 + your Dexterity modifier + your Wisdom or your Constitution modifier.
Action Surge
You can push yourself beyond your normal limits for a moment. You gain a number of action surges equal to 2 + 1 for every three fighter levels.
You must finish a short or long rest to regain your action surges again.
Combat Maneuvers
Activating a Maneuver: Spend your reaction and an action surge to...
Maneuvers known: You know a number of maneuvers equal to the number of action surges you have.
Combat Superiority: +1d4 (at level 10 +1d6, at 13 +1d8, and at 17 +1d10)
Saving throw: 8 + Proficiency + STR or DEX
Maneuvers
Disarming Attack: Disarm
Evasive Footwork: Add bonus to AC
Feinting Attack: Advantage on your next attack against the creature
Lunging Attack: add reach
Menacing Attack: Frighten
Parry: DR
Precision Attack: Bonus to attack
Pushing Attack: Push someone
Trip Attack: knock target prone
Martial Archetype
You choose an archetype that you strive to emulate in your combat styles and techniques. Your archetype grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Know Your Enemy
At 2nd level you gain this feature as PHB page 73-74.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice 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 using this feature.
Extra Attack
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.
Additional Fighting Style
At 9th level, you can choose a second option from the Fighting Style class feature. You can’t take a Fighting Style option more than once.
Martial Archetypes
Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.
Champion
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Champion Maneuvers
Indomitable: You can spend two action surges and use your reaction to reroll a saving throw that you fail. If you do so, you must use the new roll.
Riposte: Attack a creature that missed you
Second Wind: On your turn, you can spend an action surge and use your reaction to gain temporary hit points equal to your combat superiority.
Surge Attack: On your turn, you can spend one action surge to gain an additional attack on top of your regular number of attacks.
Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Remarkable Athlete
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Feral Instinct
At 10th level, as PHB page 49
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.
Primal Champion
At 18th level, as PHB page 49
Defender
The archetypal Defender focuses on the development of skill in defense. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Defender Maneuvers
Indomitable: You can spend two action surges and use your reaction to reroll a saving throw that you fail. If you do so, you must use the new roll.
Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction and spend a surge to impose disadvantage on the attack roll. You must be wielding something to interdict attacks such as a weapon or shield.
Retaliation: As PHB page 50
Second Wind: On your turn, you can spend an action surge and use your reaction to gain temporary hit points equal to your combat superiority.
Danger Sense
At 3rd level, as PHB page 48
Uncanny Dodge
At 7th level, as PHB page 96
Evasion
At 10th level, as PHB page 96
Undying Sentinel
At 15th level, as PHB page 87.
Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
Duelist
The archetypal Duelist focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Duelist Maneuvers
Evasive Footwork: Add bonus to AC
Goading Attack: Get them to attack you
Retaliation: As PHB page 50: attack a creature that damaged you
Surge Attack: On your turn, you can spend one action surge to gain an additional attack on top of your regular number of attacks.
Additional Fighting Style
At 3rd level, you can choose a second option from the Fighting Style class feature.
Fast Movement
Starting at 7th level, as PHB page 49.
Brutal Critical
Starting at 10th level, as PHB page 49.
Assassinate
Starting at 15h level, as PHB page 97.
Death Strike
Starting at 18th level, as PHB page 97.
Hexblade
The archetypal Hexblade focuses on the development of magic and physical power. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Hexblade Maneuvers
Eldritch Strike: Disadvantage on their next save against your spell
Indomitable: You can spend two action surges and use your reaction to reroll a saving throw that you fail. If you do so, you must use the new roll.
Spell Knowledge: Learn two new spells. Can be selected multiple times.
Surge Attack: On your turn, you can spend one action surge to gain an additional attack on top of your regular number of attacks.
War Magic: cast a spell when you attack
Spellcasting
At 3rd level, as PHB page 75 except you learn 3 starting spells and 2 cantrips. To learn more spells select the Spell Knowledge maneuver.
Weapon Bond
At 7th level, as PHB page 75.
Pact of the Blade
At 10th level, as PHB page 107-108.
Arcane Charge
At 15th level, as PHB page 75.
Sword Mage
At 18th level, you gain proficiency in all saving throws.
Slayer
The archetypal Slayer focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Slayer Maneuvers
Retaliation: As PHB page 50: attack a creature that damaged you
Second Wind: On your turn, you can spend an action surge and use your reaction to gain temporary hit points equal to your combat superiority.
Surge Attack: On your turn, you can spend one action surge to gain an additional attack on top of your regular number of attacks.
Sweeping Attack: damage a second creature
Reckless Attack
At 3rd level, as PHB page 48.
Improved Critical
At 7th level, your weapon attacks score a critical hit on a roll of 19 or 20.
Favored Enemy
At 10th level, as PHB page 91 except gain additional enemies at levels 15 and 18.
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.
Savage
At 18th level, you are now resistant to slashing, piercing, and bludgeoning damage.
Warlord
The archetypal Warlord focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Warlord Maneuvers
Commander's Strike: Make another attack on your behalf
Distracting Attack: give another advantage that you attack
Maneuvering Attack: Move an ally
Rally: Add temp HP to ally
Student of War
At 3rd level, as PHB page 73.
Combat leader
At 7th level, you grant allies who can hear you advantage on initiative rolls, so long as you are not surprised.
Battlefield Superiority
At 10th level, enemies within your reach are considered in difficult terrain.
Relentless
At 15th level, as PHB page 74.
Battle Master
At 18th level, enemies cannot score critical hits on you or your allies within 30 feet.
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