--------------------------------------------------------
Race - Base Human Features
Human Determination: When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. You can use this ability equal to your prof mod, you can't use it again until you finish a long rest.
Star Sign: When this race is chosen roll a 1d13, depending on what is rolled depends on what Primordial Ability you get.
Star Sign: Predatory Hunger
With a predatory instinct and an insatiable hunger, you can tap into the essence of your Channel Divinity to sate your appetite and weaken your foes. As an action, you can invoke Predatory Hunger.
When you activate this ability, you select a single enemy within 60 feet of you. The targeted creature must make a Constitution saving throw against your spell save DC, using your highest spellcasting ability if not a cleric. On a failed save, they succumb to the overwhelming drain of your predatory influence and gain 1 level of exhaustion.
We were to born to inherit the World: When you are killed or fail all death saves, you become immune to all damage and cannot go below 1 hit point until the end of your next turn. This expends one of your Human Determination.
Proficiency: You gain 2 skill Proficiencies of your choice
--------------------------------------------------------
Great Weapon Fighting
Fighting Style Feat (Prerequisite: Fighting Style Feature)
When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.
--------------------------------------------------------
Second Wind
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
--------------------------------------------------------
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.
--------------------------------------------------------
Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
--------------------------------------------------------
Improved Critical
Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.
--------------------------------------------------------
Remarkable Athlete
Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.
In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.
--------------------------------------------------------
Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
--------------------------------------------------------
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
--------------------------------------------------------
Additional Fighting Style
You gain another Fighting Style feat of your choice.
Defense
Fighting Style Feat (Prerequisite: Fighting Style Feature)
While you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.
--------------------------------------------------------
Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. 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 before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.
--------------------------------------------------------
Tactical Master
When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
--------------------------------------------------------
Heroic Warrior
The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.
--------------------------------------------------------
Boon of Combat Prowess/Abberant Dragonmark
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
Peerless Aim. When you miss with an attack roll, you can hit instead. Once you use this benefit, you can't use it again until the start of your next turn.
--------------------------------------------------------
Polearm Master
You gain the following benefits:
Ability Score Increase. Increase your Dexterity or Strength by 1, to a maximum of 20.
Pole Strike. Immediately after you take the Attack action and attack with a Quarterstaff, a Spear, or a weapon that has the Heavy and Reach properties, you can use a Bonus Action to make a melee attack with the opposite end of the weapon. The weapon deals Bludgeoning damage, and the weapon's damage die for this attack is a d4.
Reactive Strike. While you're holding a Quarterstaff, a Spear, or a weapon that has the Heavy and Reach properties, you can take a Reaction to make one melee attack against a creature that enters the reach you have with that weapon.
--------------------------------------------------------
Features & Traits