{"name":"Fighter","overview":"","hit_dice":"1d10","hit_points_at_1st_level":"1d10+ CON modifier","hit_points_at_higher_levels":"1d10+CON per level after first","armor_proficiencies":"Armor: Light armor (bulletproof vests, leather jackets, riot gear), Medium armor (Kevlar vests, tactical body armor), Heavy armor (SWAT\/riot gear, full tactical body armor) and Shields","weapon_proficiencies":"WSimple firearms (handguns, pistols), martial firearms (rifles, shotguns, submachine guns), improvised weapons (bats, crowbars, etc.) and ancient weapons","tools":"Mechanic\u2019s tools, electronic devices, first aid kits (based on background)","saving_throws":"Strength, Constitution","skills":"Choose two from Acrobatics, Athletics, History, Insight, Intimidation, Perception, Survival","starting_equipment":"Baseball bat, Crowbar, Tactical knife, Handgun, or Compound bow\r\nKevlar vest or leather jacket\r\nbackpack, flashlight, and a first aid kit","spellcasting":"","class_features":"[b]1st Level: Fighting Style[\/b]\r\nChoose one of the following Modern Fighting Styles:\r\n\r\n \u2022 Close-Quarter Shooter: When attacking with a firearm within 30 feet, you do not suffer disadvantage on ranged attack rolls made within melee range.\r\n\u2022 Gunslinger: Gain +2 bonus to damage rolls with pistols or revolvers.\r\n\u2022 Martial Artist: When fighting unarmed or with improvised weapons, you gain +2 bonus to attack rolls and your unarmed strikes deal 1d6 damage.\r\n\u2022 Tactical Operator: Gain proficiency with heavy firearms (assault rifles, sniper rifles) and when using a scope, you can attack targets up to double the normal range without penalty.\r\n\u2022 Defense: When wearing any form of armor (including bulletproof vests), you gain +1 bonus to AC.\r\n\u2022 Brawler: When you hit a creature with an improvised weapon, you can attempt to grapple them as a bonus action.\r\n\r\n[b]1st Level: Second Wind[\/b]\r\nYou 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.\r\n\r\n[b]2nd Level: Action Surge[\/b]\r\n\r\nOn 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.\r\n\r\n[b]3rd Level: Modern Archetype[\/b]\r\n\r\nChoose an archetype that reflects your modern-day combat style: Street Enforcer, Special Ops, or Cyber Tactician.\r\n\r\n[b]4th, 6th, 8th, 12th, 14th, 16th, and 19th Levels:[\/b] Ability Score Improvement\r\nAt these levels, you can increase one ability score of your choice by 2, or two ability scores by 1. You can\u2019t increase an ability score above 20 using this feature.\r\n\r\n[b]5th Level: Extra Attack[\/b]\r\n\r\nYou can attack twice, instead of once, whenever you take the Attack action on your turn. This increases to three attacks at 11th level and four attacks at 20th level.\r\n\r\n[b]9th Level: Indomitable[\/b]\r\n\r\nYou can reroll a saving throw that you fail. If you do so, you must use the new roll. You can use this feature once per long rest at 9th level, twice per long rest at 13th level, and three times per long rest at 17th level.\r\n\r\n\r\n","subclass_options":"[left][b][h2]Street Enforcer[\/h2]\r\n[\/b][\/left]A Street Enforcer thrives in urban environments, where they use everyday items as weapons and are experts at close combat and improvisation.\r\n\r\n [b]\u2022 3rd Level: Street Smarts:[\/b] Gain proficiency in Stealth and Intimidation. Additionally, you can use improvised weapons (like chairs, bottles, or street signs) as if they were martial weapons.\r\n\r\n[b]\u2022 7th Level:[\/b] Crowd Control: You can use a bonus action to shove or disarm an opponent. When using firearms, your attacks can knock a target prone or cause them to drop what they are holding.\r\n\r\n[b]\u2022 10th Level:[\/b] Home Turf Advantage: You can choose a specific urban environment (alleys, rooftops, or subways). While in that environment, you gain advantage on Stealth and Perception checks, and enemies have disadvantage on attacks against you.\r\n\r\n[b]\u2022 15th Level:[\/b] Urban Juggernaut: When wielding an improvised shield (such as a trash can lid or car door), you gain +2 AC and can use it to bash enemies. The bash deals 1d6 + Strength damage and can knock a target prone.\r\n\r\n[b]\u2022 18th Level:[\/b] War on the Streets: You can use your Action Surge twice between rests. Additionally, whenever you use Action Surge, you can make an attack with an improvised weapon as a free action.\r\n\r\n[h2]Special Ops[\/h2]\r\n\r\nThis archetype represents highly trained, military-style operatives skilled with advanced weaponry, tactics, and stealth.\r\n\r\n [b]\u2022 3rd Level: [\/b]Tactical Reload: When you take the Attack action with a firearm, you can reload as part of that action instead of using a bonus action.\r\n\r\n[b]\u2022 7th Level: [\/b]Suppressive Fire: You can use your action to suppress enemies within a 15-foot cone using a firearm. Targets in the area must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Dexterity modifier). On a failed save, they become frightened and cannot move toward you for 1 minute.\r\n\r\n[b]\u2022 10th Level: [\/b]Combat Reflexes: You can make one additional reaction per round. You can also make an opportunity attack if a target within 5 feet of you attempts to reload a firearm.\r\n\r\n[b]\u2022 15th Level:[\/b] Evasion: When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.\r\n\r\n[b]\u2022 18th Level:[\/b] Ghost Ops: You gain proficiency in Stealth (if you don\u2019t already have it) and can hide as a bonus action. If you are hidden when you use Action Surge, you have advantage on all attack rolls made during that turn.\r\n\r\n[h2]Cyber Tactician[\/h2]\r\nA modern fighter who uses technology to enhance their combat effectiveness and battlefield awareness.\r\n\r\n [b]\u2022 3rd Level:[\/b] Enhanced Senses: Gain proficiency with Technology. You can use a bonus action to scan an area using tech devices like drones or handheld scanners, granting you advantage on Perception and Investigation checks for the next 10 minutes.\r\n\r\n[b]\u2022 7th Level:[\/b] Tech Savvy: You can reroll a failed Technology check. You can use this feature a number of times equal to your Intelligence modifier per long rest.\r\n\r\n[b]\u2022 10th Level: [\/b]Digital Camouflage: You can use an action to become invisible for up to 1 minute. You become visible if you attack or cast a spell. You can use this feature once per long rest.\r\n\r\n[b]\u2022 15th Level:[\/b] Advanced Combat Drone: You can deploy a small drone as an action. It has AC 15, 10 hit points, and a flying speed of 30 feet. It can provide the Help action during combat or use a taser (range 20 ft, 1d8 lightning damage) as a bonus action. You can deploy the drone for up to 10 minutes, and it can be used once per long rest.\r\n\r\n[b]\u2022 18th Level:[\/b] Cyber Overdrive: Once per short rest, when you use Action Surge, you can also cast Haste on yourself as a bonus action.","table_data":"Level | Proficiency Bonus | Abilities\r\n1 | 2 | Fighting Style, Second Wind\r\n2| 2| Action Surge\r\n3| 2| Archtype\r\n4| 2| Ability Score Improvement\r\n5| 3| Extra Attack\r\n6| 3| Ability Score Improvement\r\n7| 3| Archetype Feature\r\n8| 3| Ability Score Improvement\r\n9| 4| Indomitable\r\n10| 4| Archetype Feature\r\n11| 4| Extra Attack\r\n12| 4| Ability Score Improvement\r\n13| 5| Archetype Feature\r\n14| 5| Ability Score Improvement\r\n15| 5| Archetype Feature\r\n16| 5| Ability Score Improvement\r\n17| 6| Indomitable\r\n18| 6| Archetype Feature\r\n19| 6| Ability Score Improvement\r\n20| 6| Extra Attack","source":"","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"1473225","world":"2f6be219-f486-4aea-8eb2-88c8ac2189d6","folder":"null"}