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Fighter

Classes define your unique strengths.

When multi-classing under level 20, players gain the core feature of a second class at level 10 in that class.

In Ascended play (beyond level 20) a character gains the core feature of any new class they take at level 20 in that class.

Core Features​

Surge​

  • On a successful melee, ranged, or spell attack hit, gain 10ft of movement.

Natural Born Fighter​

  • You gain an extra fighting style. It does not count against your talents.

Class Talents and Fighting Styles​

  • Start with 2 talents at level 1.
  • Gain more talents equal to your proficiency each time proficiency increases.
  • May reassign 2 talents each time proficiency increases (or every 5 levels after level 20)

Fighting Styles​

Any class may pick a Fighting Style instead of a class talent. You cannot take the same Fighting Style more than once.

Options:

  • Ranged: Increase ranged weapon range by 10ft per proficiency.
  • Defense: While wearing armor, decrease damage by proficiency an extra time.
  • Dueling: One-handed weapon + empty offhand—add damage equal to SD spent on attack.
  • Great Weapon Fighting: When rolling 1 or 2 on a damage die for a two-handed melee weapon, reroll (must use new roll). Weapon must be two-handed or versatile.
  • Protection: If a creature within 5ft is attacked, you can block for them.
  • Two-Weapon Fighting: When using two weapons, may use Sleight of Hand vs. Agility for your second attack; on success, disarm or make the target drop an item.

Talents​

Second Wind​

When rolling SD to regain hit points, the fighter can double the result if they are under half of their hit points.


Indomitable​

The fighter has advantage when using SD to block.


Vicious Strikes​

The fighter’s weapon attacks score a critical hit on a roll of 19 or 20. (Crits of 19 do not gain momentum.)


Relentless​

The fighter regains hit points equal to their constitution modifier every round if they are below half their total hit points.