Glorious Combatant
All fighters are trained to fight, to wield weapons, and to show prowess. The distinctive quality of a Glorious Combatant is their will to act; unhindered even in the face of ineffable horror. For a glorious combatant, victory can only be achieved with zero casualties.
Antiphobia
At 3rd level, you learn to fight your fears even when you are unable to overcome them. While frightened, you can willingly move closer to the source of your fear. Additionally, spells and magical effects can’t dictate your actions if they require you to be frightened. Starting at 18th level, you are immune to being frightened.
Resolved Ally
Beginning at 3rd level, spells and magical effects can’t force you to harm other creatures without your consent. If a spell or magical effect forces you to harm a creature, you take no action instead.
Starting at 18th level, you are also immune to being charmed.
Unwavering Defense
Starting at 3rd level, you can defend yourself effectively against weapon attacks. When you take damage from a weapon attack, you can use your reaction to roll a d6 and reduce the damage by the number rolled. The die becomes d8 at 7th, d10 at 15th, d12 at 18th level.
Combat Stamina
With every strike you land, you sustain your will to fight.
Starting at 7th level, you gain a +2 bonus to your weapon damage and every time you deal damage to an opponent with a weapon attack, you regain 1 hit point. You can’t benefit from this feature against a creature that is not fighting back.
At 13th level, you start to regain 2 hit points instead of 1. At 18th level, the weapon damage bonus increases to +4 and you start to regain 3 hit points instead of 2.
Will of the Fallen
Starting at 10th level, every fallen ally gives you the determination you need to defeat your enemies. When an ally that you can see or hear drops to 0 hit points for the f irst time during an encounter, you gain a +1 bonus to your weapon attack rolls and 10 temporary hit points for 1 minute. If more allies drop to 0 hit points during this time, you gain a +1 bonus to your weapon attack rolls for each of them, up to a maximum of +5.
Will and Glory
At 15th level, you learn to act in dire situations in ways you previously couldn’t. When you are aware of a friendly creature being harmed by a hostile creature or being in need of immediate assistance in a possibly fatal situation, all spells and magical effects on you that restrict your movement end. The GM determines whether or not you can benefit from this feature.
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