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 a bonus action to regain hit points 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.
Darkvision – You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Martial Training – You are proficient with one exotic weapon of your choice and one exotic light armor of your choice.
Saving Face – Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or long rest.
Badlands (Woeful Warrior) Origin - Badlanders are haught and resilient. You gain a +10 to your maximum hitpoints. You gain a +2 bonus to all saving throws. Whenever you kill an enemy, you are healed for a number of hitpoints equal to the killed enemy's Constitution modifier (minimum one).
Fighting Style: Defense - While you are wearing armor, you gain a +1 bonus to AC.
Action Surge: On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again.
Suffering Sword
Beginning when you choose this archetype at 3rd level, you can only use weapons that deal slashing damage. If you use a weapon that deals Slashing or another damage type, you can only choose slashing. When you deal damage with such weapons, you deal an additional 1 bleed damage to the target.
Sanguine Boon
At 3rd level, whenever you are healed, if you would be healed to your maximum hit points, you can convert any leftover healing as temporary hit points. You cannot gain more than 3 times your character level of temporary hit points in this way. You cannot gain temporary hit points from this class feature if you already have any temporary hit points at all.
Dual Wielder Feat: You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. (Gotten on 10/23/20 from after Wolves After the Sheep lesser mission)
Lvl 5 Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fierce Militant: Your military power is fiercely empowered through your intellect and wisdom. You gain the following benefits:
Increase your Wisdom (Chosen) or Intelligence score by 1, to a maximum of 20.
Your Martial Training expands, and you gain proficiency with the Martial skill and with medium armor. If you are already proficient, you gain expertise in the skill.
When you succeed in a martial check against a creature you add your proficiency bonus to damage once against that creature when damage it with an attack or spell. You also add this damage by making a contested Wisdom (Martial) ability check against a creature that you can see as a bonus action. (Gotten on 12/13/20 from after Playing With Emotions mission)
ABILITY SCORE IMPROVEMENT:
When you reach 6th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you may take a feat.
Chosen: 1 to STR 1 to DEX
Bloodwell:
At 7th level, whenever you score a critical hit against an enemy, or you hit a bleeding enemy with a total bleed stack of 5 or more, you can activate your Second Wind class feature (no action required) even if it has already been used. If you do, your allies within 15 feet of you are also healed for the same amount.
ABILITY SCORE IMPROVEMENT
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you may take a feat.
Chosen: 2 to STR
INDOMITABLE:
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Running Red:
At 10th level, your speed increases by 5 feet for each bleeding enemy you can see. Movement augmented in this way does not provoke opportunity attacks.
EXTRA ATTACK (2):
At 11th level, you can attack three times whenever you take the Attack action on your turn.
ABILITY SCORE IMPROVEMENT:
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you may take a feat.
Chose Grappler:
You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
• You have advantage on attack rolls against a creature you are grappling.
• You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
• Creatures that are one size larger than you don’t automatically succeed on checks to escape your grapple.
INDOMITABLE (TWO USES):
At 13th level, you can use Indomitable twice between long rests.
ABILITY SCORE IMPROVEMENT:
When you reach 14th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you may take a feat.
Chosen: Mobile
You are exceptionally speedy and agile. You gain the following benefits:
• Your speed increases by 10 feet.
• When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
• When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Class/Racial Features & Traits