Replaced content with "<noinclude>Category:Class</noinclude> {{:Fighter/Description}} {{:Fighter/Features}}" Tags: Replaced wikieditor |
|||
(10 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
<noinclude>[[Category:Class]]</noinclude> | <noinclude>[[Category:Class]]</noinclude> | ||
{{:Fighter/Description}} | |||
{{:Fighter/Features}} | |||
Latest revision as of 15:39, 12 October 2023
1st Level
Action Surge
You can push yourself beyond your normal limits for a moment.
2nd Level
Fighting Spirit
- When you enter combat, and have no uses of Action Surge left, you regain 1 use of that feature.
- Once you use this feature, you must finish a long rest before you can use it again.
Kickstart
- During your first turn, you gain additional AP equal to half your proficiency bonus.
4th Level
Action Surge Options
- Whenever you use Action Surge, you may choose one option to enhance your Action Surge with:
Adrenaline Surge
An intense burst of adrenaline shoots through your veins.
- You may remove one point of exhaustion. You also gain resistance to bludgeoning, piercing, slashing and poison damage until the start of your next turn.
Battle Surge
The momentum of battle keeps rising, the crescendo bursting with power, granting you new vigor.
- You gain advantage on weapon attack rolls made with your extra action. You also gain temporary hit points equal to your level.
Time Surge
Time seems to halt for a moment, giving you time to analyze your surroundings.
- Your base speeds are increased by 3 meters and all attacks of opportunity against you have disadvantage until the start of your next turn.
8th Level
Improved Fighting Style
- You may choose another fighting style from the available styles, and may also have another fighting style active at the same time.
- The martial maneuvers gained from each fighting style while active do not overlap, their other effects however, are both applied.
12th Level
Maneuver Specialist
- You learn six martial maneuvers of your choice from the maneuver lists, and the chosen martial maneuver tiers are increased by one.
16th Level
Action Surge Upgrades
- You can use Action Surge twice before a rest, but only once on the same turn.
- You may also choose one option below to enhance your Action Surge with permanently:
Endless Stamina
Your fighting spirit is endless, each blow traded only gives way for new surges of martial power.
- You may gain an extra use of Action Surge at the cost of exhaustion.
- Suffer one level of exhaustion for each time this feature is used this way, until you finish a long rest.
Ki Surge
You tap into something unknown and powerful, pushing your normal capacity beyond its limits. Embodying you with a will of steel, a mind of determined resolve and a body like flowing water.
- You gain the effect of Step of the Wind during your Action Surge. You also gain proficiency in all saving throws until the start of your next turn, and gain advantage against effects that cause Charmed and Frightened.
Limit Break
Your body reacts with instincts from years of training, making a last effort to persevere.
- As a reaction, you may activate Action Surge and take that action immediately. Until the start of your next turn, you can not be reduced to 0 hit points.
20th Level
Peak Performance
- At the start of your turn, you regain hit points equal to the highest value of your hit dice. In addition, you may also spend and roll 1 hit dice and regain hit points equal to the value.
- You don't gain this benefit if you have 0 hit points.
- You may use 1 additional maneuver every turn.
- You gain the Kickstart benefit every turn.