Fighter: Difference between revisions

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==== Fighting Style ====
==== Fighting Style ====
''1st Level Fighter Feature''<br>
''1st Level Fighter Feature''<br>
You adopt a particular style of fighting as your specialty. Choose one of the following options. You cannot take a Fighting Style option more than once, even if you later get to choose again.:
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:
*'''Archery.''' You gain a +2 bonus to Attack Rolls you make with Ranged Weapons.
*'''Archery.''' You gain a +2 bonus to Attack Rolls you make with Ranged Weapons.
*'''Blind Fighting.''' You have Blindsight out to 10ft. If you already have blindsight it increases the range of your Blindsight by 10ft.
*'''Blind Fighting.''' You have Blindsight out to 10ft. If you already have Blindsight it increases the range of your Blindsight by 10ft.
*'''Defense.''' While you are wearing Armor, you gain a +1 bonus to AC.
*'''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 Damage Rolls with that Weapon.
*'''Dueling.''' When you are wielding a Melee Weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that Weapon.
*'''Great Weapon Fighting.''' When you roll a 1 or 2 on a Damage Die for an attack you make with a Two-Handed or Versatile Melee Weapon you are wielding with two hands, you can reroll the die and must use the new roll.
*'''Great Weapon Fighting.''' When you roll a 1 or 2 on a Damage Die for an attack you make with a Two-Handed or Versatile Melee Weapon you are wielding with two hands, you can reroll the Damage Die, using the new result.
*'''Improvised Fighting.''' You gain Proficiency with Improvised Weapons. Additionally, you can pick up or draw an item that could serve as an Improvised Weapon as part of an attack. Once per turn, when you hit on an attack with a non-magical Improvised Weapon, you can roll the Damage dice of the attack twice, using the higher roll. When you do this, the Improvised Weapon is destroyed and cannot be used for further attacks.
*'''Improvised Fighting.''' You gain Proficiency with Improvised Weapons. Additionally, you can pick up or draw an item that could serve as an Improvised Weapon as part of an attack. Once per turn, when you hit on an attack with a non-magical Improvised Weapon, you can roll the Damage dice of the Attack twice, using the higher roll. When you do this, the Improvised Weapon is destroyed and cannot be used for further Attacks.
*'''Interception.''' When a creature you can see hits a target, other than you, within 5ft of you with an Attack, you can use your Reaction to reduce the damage the target takes by 1d10 + your Proficiency Bonus. You must be wielding a Shield or a Simple or Martial Weapon to use this Reaction.
*'''Interception.''' When a creature you can see hits a target other than you, within 5ft of you with an Attack, you can use your Reaction to reduce the Damage dealt by 1d10 + your Proficiency Bonus. You must be wielding a Shield, a Simple Weapon, or a Martial Weapon to use this Reaction.
*'''Melee Marksman.''' You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a Ranged Weapon when creatures within 5ft of you move away from you.
*'''Melee Marksman.''' You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a Ranged Weapon when creatures within 5ft of you move away from you.
*'''Mounted Warrior.''' Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked Prone.
*'''Mounted Warrior.''' Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked Prone.
*'''Pit Fighting.''' You have trained to fight with obscure, and underrated weapons, gaining the following weapons:
*'''Pit Fighting.''' You have trained to fight with obscure, and underrated weapons, gaining the following weapons:
*For you, Tridents now deal 1d8 (1d10) Piercing Damage, and their Range is increased 40/120ft.
:*For you, Tridents now deal 1d8 (1d10) Piercing Damage, and their Range is increased to 40/120ft.
*When making an Attack with a Net against a creature within 5ft of you, you do not have Disadvantage on the Attack Roll.
:*When making an Attack with a Net against a creature within 5ft of you, you do not have Disadvantage on the Attack Roll.
*For you, Nets now deal 1d6 Bludgeoning Damage.
:*For you, Nets now deal 1d6 Bludgeoning Damage.
*When you make an Attack with a Net or a Trident, you can draw a Net or Trident as part of that attack.
:*When you make an Attack with a Net or a Trident, you can draw a Net or Trident as part of that Attack.
*'''Protection.''' When a creature you can see attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a Shield.
*'''Protection.''' When a creature you can see Attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a Shield.
*'''Shield Warrior.''' You can use a Shield as a Martial Melee Weapon, dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a Shield and no other Weapons, you gain a +1 Bonus to your Attack Rolls and Armor Class.
*'''Shield Warrior.''' You can use a Shield as a Martial Melee Weapon, dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a Shield and no other Weapons, you gain a +1 Bonus to your Attack Rolls and Armor Class.
*'''Strongbow.''' You can use your Strength instead of your Dexterity for your Attack and Damage Rolls using Ranged Weapons.
*'''Strongbow.''' You can use your Strength instead of your Dexterity for your Attack and Damage Rolls using Ranged Weapons.
*'''Thrown-Weapon Fighting.''' You can draw a Weapon as part of an attack made with a Thrown Weapon. In addition, when you hit with a Ranged Attack using a Thrown Weapon, you gain a +2 bonus to the Damage Roll.
*'''Thrown-Weapon Fighting.''' You can draw a Weapon as part of an Attack made with a Thrown Weapon. In addition, when you hit with a Ranged Attack using a Thrown Weapon, you gain a +2 bonus to the Damage Roll.
*'''Two-Weapon Fighting.''' When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.
*'''Two-Weapon Fighting.''' When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.
*'''Unarmed Fighting.''' You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren't wielding any Weapons or Shields, your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature Grappled by you.
*'''Unarmed Fighting.''' You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren't wielding any Weapons or Shields, your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature Grappled by you.