Strike True
You are the master of every weapon and every
fighting form. When you take this archetype at 3rd
level, you gain proficiency in exotic weapons. Any
weapon you wield has a damage die of 1d8 while you
use it, unless it already uses a larger die.
Furthermore, your weapon attacks score a critical
hit on a roll of 19 or 20. This expands to include a
roll of 18 at level 15.
Remarkable Athlete
Starting at 7th level you may add your proficiency
bonus to all Strength and Constitution checks that you
are not already proficient in, and to the length of your
long jumps and height of your high jumps. Your
movement speed also increases by 5 feet.
Empowered Fighting Styles
At 10th level, your chosen fighting style provides further
benefits.
Archery. The short range of your attacks with ranged
weapons increases by 20 feet. This bonus cannot exceed the
weapon's long range.
Brawling. You become proficient in improvised weapons, and
you unarmed strikes deal 1d6 bludgeoning damage.
Defense. You gain an additional +1 to AC while wearing
armor, and you can don and doff armor in half the time it
normally takes.
Dueling. When you hit a creature with a weapon attack, you
can use your bonus action to attempt to disarm the target.
Flexibility. you can add your Dexterity modifier (maximum of
+1 while one-handed, maximum of +2 while two-handed) to
your damage rolls with versatile weapons if you are wielding a
versatile weapon and not wielding a shield.
Great Weapon Fighting. If your size is small, you ignore
disadvantage inflicted by using heavy weapons. If your size is
medium, you can reroll 3s on damage dice in addition to 1s
and 2s when attacking with a versatile or two-handed weapon.
Protection. You may use your reaction to impose disadvantage on an attack roll against yourself as well as others. If you impose disadvantage on an attack and it misses, you can make one weapon attack against the creature who made it as part of the same reaction.
Two-weapon fighting. When you make the additional attack
granted by two-weapon fighting, you can choose to deal half
the damage you ordinarily would and attempt to shove the
target prone.
Final Stand
Starting at 15th level, you can power through
mortal injuries. Once per day when you succeed
on a death saving throw, you regain 1 hit point,
stand without consuming any movement, and can
take your turn as normal. Any allied creature
within 30 feet that can see you gains inspiration.
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.
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