Racial: Human
Extra Languages.
Varient Human. +1STR +1CHA
Pole Arm Mastery.When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.
Entertainer.You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
Specialty. Actor, Jester (known for Romcoms)
Fighter(Cavelier)
Fighting Style; Great Weapon Fighting. When you roll a 1 or 2 on a damage die for attack you make with a Melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll even if the new roll is a 1 or a 2. The weapon must have the two-handed or Versatile property for you to gain this benefit.
Second Wind. YOu have a limited well of stamina that you can draw on to protect yourself from harm. On your turn you can use your bonus action to regain hit poitns equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge. Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular actio nand a possible bonus action.
Bonus Proficiency. When you choose this archetype at 3rd level, you gain proficiency in a choice of skills;
Persuasion.
Born to the Saddle. Starting at 3rd level, your mastery as a rider becoms apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if your not incapacitated.
Finally, Mounting or Dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Unwavering Mark. Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends erarly if you are incapacitated or you die, or if someone else marks the creature.
While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.
In addition, if a creature marked by you deals damage to nayone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level.
Regardless of the number of creatures you mark, you cna make this special attack a number of times equal to your strength modifier, and you regain all expedned uses of it when you finish a long rest.
Ability Score Improvement;Sentinal.
- When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
- Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
- When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Extra Attack. Beginning at 5th level, you can atack twice, instead of once, whenever you take the attack action on your turn.
The number of attacks increases to three when you reach 11th level, and to four when you reach 20th level.
Ability Score Improvement; Athlete.
- Increase strength by 1
- When you are prone, standing up uses only 5 feet of movement
- Climbing doesn't half your speed
- You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10
Warding Manuever. At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see whithin 5 feet of you is hit by an attack,m you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.
You can use this feature a number of times equal to your Con mod, and you regain all uses when you finish a long rest.
Features & Traits