Jingoist (5e Subclass)
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Jingoist
Fighter Subclass
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Art by Sebastian Horoszko |
The Jingoist is a master of their style, no one can wield a weapon like them thanks to the uncountable combats they have faced. They are fierceless warriors that enjoy war and some go out of their way to encite them just for their amazement. A Jingoist could be a nostalgic veteran who fantasize about his best moments, a maniac that brings destruction and desolation wherever he goes, or someone that simply enjoy fighting a little too much.
- Agression Focus
When you choose this archetype at level 3, you lust for the blood of those who have wronged you. If you received damage since your last turn, you can move an additional 10 feet towards the attacker on your turn, if it is a creature, you also gain advantage on your next attack roll against that creature.
- Aura of Hostility
Also at level 3, you gain proficiency in the Intimidation Skill, if you already have it, you gain expertise on it.
- Improved Fighting Style
At 7th level, years of fighting have honed your Fighting Style, becoming a greater combatant when using it. Your fighting style is improved, the fighting style you have is replaced by the fighting style granted by this feature. The improved fighting styles are considered as the same fighting style they improve for the purpose of multiclassing.
- Precise Archery
(Replaces Archery) You gain a +2 bonus to attack rolls you make with ranged weapons. Your ranged weapon attacks score a critical hit on a roll of 19 or 20.
- Defense Barrier
(Replaces Defense) While you are wearing armor, you gain a +1 bonus to AC. After a long rest, you gain temporary hit points equal to your AC, they last until they're depleted or you finish a long rest..
- Swift Dueling
(Replaces Dueling) When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Additonally, when you are wielding a melee weapon in one hand and no other weapons you can move 5ft when taking the attack action on your turn or when making an opportunity attack, you can choose to move before or after making an weapon attack, this movement doesn't provoke opportunity attacks.
- Greater Weapon Fighting
(Replaces Great Weapon Fighting) When you roll a 1, 2 or 3 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and you take the highest roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Close-Quarters Protection
(Replaces Protection) Creatures have disadvantage on attacks against all allied creatures adjacent to you. You must be wielding a shield.
- Two-Weapon Master
(Replace Two-Weapon Fighting) When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Additonally you can use a bonus action to make two melee weapon attacks against two different creatures within your weapon range.
- Vicious Masochism
Starting at level 10, when a creature adjacent to you is targeted by an attack, you can use your reaction to switch places with the creature, making the attack target you instead. Additionally, when you make an attack roll with advantage, you add +2 to the damage roll.
- Master Style
At level 15, your fighting style is improved further yet.
- Sniping Archery
(Improves Precise Archery) Your bonus to attack rolls you make with ranged weapons granted by your fighting style increases to +3. Your ranged weapon attacks also score a critical hit on a natural 18 as well.
- Defense Master
(Improves Defense Barrier) While you are wearing armor, your AC bonus granted by your fighting style increases to +2.
- Gracious Dueling
(Improves Swift Dueling) Your damage rolls bonus granted by your fighting style increases to +3 with that weapon. Your meele weapon attacks with that weapon score a critical hit on a roll of 19 or 20.
- Greatest Weapon Fighting
(Improves Greater Weapon Fighting) When you roll a 1 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you consider that you rolled the highest the dice can roll instead. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Aura of Protection
(Replaces Close-Quarters Protection)Creatures have disadvantage on attacks against allied creatures of your choice(up to your constitution modifier) that are within 30 feet of you. You must be wielding a shield.
- Two-Weapon Savant
(Improves Two-Weapon Master) When you engage in two-weapon fighting and you Action Surge, you can take an additional bonus action on the same turn.
- Warmonger
At 18th level, when a creature damages you, you gain resistance against damage that creatures causes you until the start of your next turn. Additionally, the damage you deal with Vicious Masochism increases to +4 and you can use Vicious Masochism once per round without expending your reaction.
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