Hero: Fighter
A Hero is an extraordinary individual who harnesses extreme determination over brute force or clinical finesse. Where others see an impossible problem, the hero sees a worthy challenge and always rises to the occasion.
Heroic Moment
Beginning when you choose this archetype at 3rd level, you learn to harness your inner hero at critical moments. A Heroic Moment lets you perform an incredible deed as a reaction. You can use a Heroic Moment before or after any appropriate ability check, saving throw, or attack roll is made, but before any effects are applied. You have two uses of this ability and regain all expended uses of it when you finish a short or long rest. You gain an additional use at level 10th and 15th level. Exceptional Deed
When making a Strength (Athletics) or Dexterity (Acrobatics) check, you may use your reaction to gain a +10 bonus to the result. This cannot be used as part of an attempt to grapple a creature. Interpose
When a creature you can see attacks a target within 15 feet, you may use your reaction to move to the target and have the attack target you instead. You can move up to 20 feet as part of this reaction before receiving the attack and must end your movement within 5 feet of the original target. Perfect Timing
When taking the help action, you may use your reaction to also give the creature you're aiding +5 to its ability check or attack roll. Plucky Endurance
When making a saving throw, you may use your reaction to give yourself a +5 bonus to the result.
Determined Strikes
Starting at 7th level, you gain the ability to double your efforts after a failed strike. Once on each of your turns when you when you miss with a weapon attack, you can gain advantage on the next weapon attack you make by the end of your next turn.
Improved Heroic Moment
Starting at 10th level, you regain one use of Heroic Moment after using Second Wind.
In addition, you gain access to new Heroic Moments. Crucial Interruption
When you see a creature within 60 feet of you casting a spell, you may use your reaction to throw a weapon or shield that you're holding at the creature in an attempt to interrupt the spell it's casting. Make a Strength check. The DC equals 10 + the spell's level. On a success, the creature takes 1 point of damage, and the creature's spell fails and has no effect. If your weapon has the finesse property, you may use Dexterity for this ability check instead. If your weapon has the thrown property with its normal range greater than the range of this Heroic Moment, you may use that range when throwing it instead. If the creature is in melee range, you may instead strike the creature with your weapon or shield instead of throwing it. Last Stand
You may use your reaction to drop to 1 hit point, move up to half your speed toward a hostile creature without provoking opportunity attacks, and make a weapon attack with advantage. You may use this Heroic Moment before or after taking damage, but it does not prevent you from taking damage. Urgent Cry
You may use your reaction to urge your allies to move, granting all allies that can hear you within 30 feet the ability to use their reaction to move up to half their speed.
Stirring Display
Starting at 15th level, all allies that can see you within 30 feet gain the benefit of your Second Wind when you use it.
In addition, you regain a use of Second Wind when using Action Surge.
Legendary
At 18th level, you reach the epitome of heroism and become truly legendary. You have 1 legendary action and regain it at the start of each of your turns. A legendary action is a special action that happens only at the end of another creature's turn. The legendary actions you may choose from are: Bolster. Choose one creature other than yourself within 15 feet and remove the frightened condition. Detect. You make a Wisdom (Perception) check. Distract. Choose a creature other than yourself within 60 feet and give it disadvantage on its next weapon attack. Move. You move up to half your base speed.
Heroic Moment
Beginning when you choose this archetype at 3rd level, you learn to harness your inner hero at critical moments. A Heroic Moment lets you perform an incredible deed as a reaction. You can use a Heroic Moment before or after any appropriate ability check, saving throw, or attack roll is made, but before any effects are applied. You have two uses of this ability and regain all expended uses of it when you finish a short or long rest. You gain an additional use at level 10th and 15th level. Exceptional Deed
When making a Strength (Athletics) or Dexterity (Acrobatics) check, you may use your reaction to gain a +10 bonus to the result. This cannot be used as part of an attempt to grapple a creature. Interpose
When a creature you can see attacks a target within 15 feet, you may use your reaction to move to the target and have the attack target you instead. You can move up to 20 feet as part of this reaction before receiving the attack and must end your movement within 5 feet of the original target. Perfect Timing
When taking the help action, you may use your reaction to also give the creature you're aiding +5 to its ability check or attack roll. Plucky Endurance
When making a saving throw, you may use your reaction to give yourself a +5 bonus to the result.
Determined Strikes
Starting at 7th level, you gain the ability to double your efforts after a failed strike. Once on each of your turns when you when you miss with a weapon attack, you can gain advantage on the next weapon attack you make by the end of your next turn.
Improved Heroic Moment
Starting at 10th level, you regain one use of Heroic Moment after using Second Wind.
In addition, you gain access to new Heroic Moments. Crucial Interruption
When you see a creature within 60 feet of you casting a spell, you may use your reaction to throw a weapon or shield that you're holding at the creature in an attempt to interrupt the spell it's casting. Make a Strength check. The DC equals 10 + the spell's level. On a success, the creature takes 1 point of damage, and the creature's spell fails and has no effect. If your weapon has the finesse property, you may use Dexterity for this ability check instead. If your weapon has the thrown property with its normal range greater than the range of this Heroic Moment, you may use that range when throwing it instead. If the creature is in melee range, you may instead strike the creature with your weapon or shield instead of throwing it. Last Stand
You may use your reaction to drop to 1 hit point, move up to half your speed toward a hostile creature without provoking opportunity attacks, and make a weapon attack with advantage. You may use this Heroic Moment before or after taking damage, but it does not prevent you from taking damage. Urgent Cry
You may use your reaction to urge your allies to move, granting all allies that can hear you within 30 feet the ability to use their reaction to move up to half their speed.
Stirring Display
Starting at 15th level, all allies that can see you within 30 feet gain the benefit of your Second Wind when you use it.
In addition, you regain a use of Second Wind when using Action Surge.
Legendary
At 18th level, you reach the epitome of heroism and become truly legendary. You have 1 legendary action and regain it at the start of each of your turns. A legendary action is a special action that happens only at the end of another creature's turn. The legendary actions you may choose from are: Bolster. Choose one creature other than yourself within 15 feet and remove the frightened condition. Detect. You make a Wisdom (Perception) check. Distract. Choose a creature other than yourself within 60 feet and give it disadvantage on its next weapon attack. Move. You move up to half your base speed.
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