Assault
Standard all around fighter, good at everything, great at nothing.
- Starting Equipment:Combat knife, 2 frags, 3 bandages
- Saving Throws: Strength, Constitution
- Skills: Choose 4 from Athletics, Intimidation, Perception, Survival, Insight, Acrobatics, Investigation, Animal Handling
- Hit dice: d10
Leveling
(1) Fighting Style: Pick 1 from (Defense, Dueling, Great Weapon Fighting, interception, superior technique, thrown weapon fighting, unarmed fighting, two weapon fighting)
(2) Action Surge
(3) Archetype: Champion - Improved Critical: 19's are critical hits.
Battle Master - Learn 3 maneuvers from Fighter class, 4 superiority dice(d8s)
(4) Ability Score Improvement
(5) Extra Attack
(6) Ability Score Improvement
(7) Archetype Feature: Champion - Can add 1/2 of your prof. bonus to Strength, Dexterity , or Constitution checks that don’t already use your prof. Also, when you make a running long jump, that distance increases by your Strength modifier.
Battle Master - Learn 2 more Maneuvers, can spend 1 minute to analyze enemy and learn feature about it.
(8) Ability Score Improvement
(9) Indomitable (1x) Reroll saving throw
(10) Archetype Feature: Champion: Another fighting style (archery now included in the list)
Battle Master: Learn 2 maneuvers(Superiority Dice d8->d10s)
(11) Extra Attack (2) and Quick Reload: Reloading takes only a bonus action
(12) Ability Score Improvement
(13) Indomitable (2 uses)
(14) Ability Score Improvement
(15) Archetype Feature: Champion- Superior Critical (18-20)
Battle Master- Learn 2 maneuvers, Add 1 sup. dice (total 6) and Relentless: Gain one superiority dice if you have none when you roll initiative.
(16) Ability Score Improvement
(17) Action Surge (2 Uses) Indomitable (3 uses)
(18) Archetype Feature: Champion - Survivor: If under half hp you regain 5+ your Constitution modifier at beginning of your turn.
Battle Master - D10s->D12s for superiority dice
(19) Ability Score Improvement
(20) Extra Attack (3)
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