Extended Fighter Levels (5e Class)
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Extended Fighter Levels
These are additional levels for the Fighter class. See Level 40 Expansion (5e Variant Rule) for more info.
As a Fighter you gain the following class features.
- Hit Points
Saving Throws: None
You start with the following equipment, in addition to the equipment granted by your background:
|2nd||+2||Martial Archetype feature|
|3rd||+2||Improved Ability Score Improvement|
|4th||+2||Ability Score Improvement, Indomitable (four uses)|
|5th||+3||Improved Ability Score Improvement|
|7th||+3||Martial Achetype feature|
|8th||+3||Ability Score Improvement, Improved Ability Score Improvement|
|9th||+4||Fighting Style (2)|
|10th||+4||Martial Archetype feature|
|11th||+4||Improved Ability Score Improvement|
|12th||+4||Ability Score Improvement, Indomitable (five uses)|
|13th||+5||Extra Attack (4)|
|14th||+5||Improved Ability Score Improvement|
|15th||+5||Martial Archetype feature|
|16th||+5||Ability Score Improvement, Brutal Critical (2)|
|18th||+6||Action Surge (three uses)|
|19th||+6||Ability Score Improvement, Martial Archetype feature|
|20th||+6||Soldier of the Gods|
At 21st level, you begin to surpasse the capabilities of regular mortals as you slowly become godlike, emulating the things that make you a fighter and transforming you into a minor deity in your own right. Your creature type changes from humanoid to celestial, but you keep your subtype (i.e human or dragonborn). In addition, features and effects that normally can’t increase your ability scores above 20 can now increase your ability scores to a maximum of 24 instead.
From this point on, your physical features slowly change as you gain levels in this class. For example, your eyes might glow whenever you cast a spell, your skin might become naturally scarred, or your hair might always be flowing as though there were a breeze. These changes are slow, but by the time you have reached 40th level, you should exemplify several different physical manifestations of your power. Work with your DM to determine what these are and when they start showing up. Finally, you cannot gain levels in any other class.
Additionally, as you gain levels and overcome great challenges, the DM will grant you other features and traits at their discretion in relation to your celestialness, particularly one or more epic boons. Your AC also increases by 1.
Improved Ability Score Improvement
When you reach 23rd level, and again at 25th, 28th, 31st, and 34th level, you can increase one ability score of your choice by 3, or you can increase one ability score of your choice by 2 and another ability score of your choice by 1, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above 24 with this feature.
Beginning at 26th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 36th level.
At 37th level, your divine connection to the base forces of war and the will to win strengthens, granting you combat abilities possessed by no other. Your Strength, Dexterity, and Constitution each increase by 2, to a maximum of 26; one other ability score of your choice increases by 2, to a maximum of 26; you gain one Feat of your choice; and rolling a 1 on an attack roll no longer causes you to automatically miss.
Soldier of the Gods
At 40th level, your transformation from mortal to god is complete. Your DM will grant you one boon from the list of Epic Boons in the Dungeon Master’s Guide after taking suggestions from you. In addition, you may make a single weapon attack on each of your turns (no action required by you). You also gain sufficient power to grant divine powers to one creature, beginning your ascent to true godhood.
- Additional Fighting Style
At 22nd level, you can choose a third option from the Fighting Style class feature.
- Supreme Critical
Starting at 27th level, your weapon attacks score a critical hit on a roll of 17-20.
- Incredible Athlete
Starting at 30th level, you gain proficiency with all Strength, Dexterity, and Constitution checks that you aren’t already proficient with.
In addition, when you make a running high jump, the distance you can cover increases by a number of feet equal to your Strength modifier, and all of your jump distances (including your running high jump) increase by a number of feet equal to the length of your legs (in feet, rounded down).
At 35th level, your celestial nature allows you to surpass what was previously the pinnacle of resilience in battle. At the end of each of your turns, you benefit from your Survivor feature.
- Masterful Critical
Starting at 39th level, your weapon attacks score a critical hit on a roll of 16-20.
- Battle Mastery
At 22nd level, you learn special maneuvers called Operations, which are fueled by mastery dice.
Operations. You learn one additional maneuver and two operations of your choice, which are detailed under “Operations” below. Many operations modify a turn in some way. You can use only one operation each turn.
You learn an additional operation and an additional maneuver of your choice at 27th level, and again at 35th level. Each time you learn a new operation, you can also replace one operation you know with a different one.
Mastery Dice. You have three mastery dice, which are d4s. A mastery die is expended when you use it. You regain all of your expended mastery dice when you finish a short or long rest.
You gain another mastery die and another superiority die at 27th level and one more at 35th level.
Saving Throws. Some of your operations require your targets to make saving throws to resist the operation’s effects. Your operations use the same saving throw DC as your maneuvers.
- Professor of Combat
At 22nd level, when you make an ability check using a set of artisan’s tools you are proficient with, you double your proficiency bonus for that check.
- Acquainted with your Foe
Beginning at 27th level, your demigod status allows you to quickly learn the key attributes of your opponents, even in the heat of the moment. You can learn one of the characteristics from the Know Your Enemy feature the first time you hit a creature with a weapon attack on your turn. Additionally, when you use your Know Your Enemy feature, the DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Intelligence score
- Wisdom score
- Charisma score
- Movement speed
- Average damage of one of its attacks
- Spellcasting ability modifier (if any)
- Total spell slots (if any)
You can learn no more than 2 characteristics from your Know Your Enemy feature using this feature.
- Improved Battle Mastery
At 30th level, your mastery dice turn into d6s. At 39th level, they turn into d8s.
Starting at 35th level, when you roll initiative and have no mastery dice, you regain 1 mastery die. Additionally, when you roll for initiative you regain 1 superiority die.
The operations are presented in alphabetical order.
Anti-Resistance. At the beginning of your turn, you can expend one operation die to give yourself vulnerability to all damage types except for a number of damage types equal to the roll of the die until the start of your next turn. In return, each creature you hit with a weapon attack this turn loses all damage resistances and immunities until the start of its next turn. If a creature doesn’t normally have any damage resistances or immunities, it gains vulnerability to damage dealt by you until the end of your turn. You add the operation die to the damage roll of each of your attacks until the end of your turn. Your attacks cut through the natural defenses of your foes.
Death Strikes. When you take the Attack action on your turn, you can expend one operation die to make two weapon attacks instead of the normal number. They have a penalty to the attack roll equal to twice the roll of the operation die, but are auto-crits if they hit, and they deal an additional amount of damage equal to 5 times the roll of the operation die. You can strike with deadly force, obliterating those who dare to oppose you.
Decapitator. When you take the Attack action on your turn, you can expend one operation die to forfeit all but one of your attacks for that action in an attempt to instantly kill your opponent. You make your attack with advantage, and if you score a critical hit on your opponent it dies if it doesn’t: have legendary actions; have a head; or require that head to survive. If the creature does not die, your critical hit multiplies the damage dice by the roll of your operation die instead of the normal two (minimum 2). If you did not score a critical hit but still hit, you deal additional damage equal to the roll of the operation die. You take careful aim as you try to end the fight in one, decisive blow.
Fluid Movements. At the beginning of your turn, you can expend one operation die and add the roll to each of your weapon attack rolls until the end of your turn. You must use your action to take the Attack action on this turn, and you must use your full movement. However, opportunity attacks have disadvantage against you for this turn, and they have a penalty equal to the roll of the operation die. You weave through the fray, elegantly cutting down your foes as you dance past their guard.
Jaunt. At the beginning of your turn, you can expend one operation die to go on a jaunt through the ranks of your enemies. You cannot make any attacks during this turn, and entering the reach of an enemy provokes an opportunity attack. In return, each creature that misses you with an opportunity attack falls prone and has its speed reduced to 0 until the end of its next turn, up to twice the roll of your operation die. A creature that you provoke an opportunity attack from during this turn must succeed on a Wisdom saving throw or be forced to use its reaction to attack you, and does so with disadvantage. You carefully provoke your foes, then punish them for their foolish attempt to hit someone so obviously trying to provoke them.
Offense/Defense. At the beginning of your turn, you can expend one operation die to increase both your ability to strike and your ability to avoid being struck. Until the end of your turn, you gain a bonus to each of your attack and damage rolls equal to the roll of the operation die, reducing the bonus by 1 with each hit you score. At the end of your turn, your AC increases by twice the amount left over from your operation die, lasting until the beginning of your next turn. Those who avoid your wrath find that you are impossible to harm.
Revenger. At the end of your turn, you can expend one operation die to give yourself a number of additional reactions for the round equal to the roll. Until the start of your next turn, you may make one melee weapon attack against a creature that deals damage to you that is within your weapon’s reach as a reaction to when you take damage from that creature. “Do unto others as you would have them do unto you” is the rule that others should follow when dealing with you.
Zenith Striker. When you take the Attack action on your turn, you can expend one operation die to turn all of your attacks into overhead assaults. Each attack you make for the rest of the turn is made with disadvantage, but each hit you score is an auto-crit that deals additional damage equal to the roll of the operation die. You swing your weapons with the extra force of gravity, pushing down on your foes as you force them into the ground.
- Armament Connection
At 22nd level, you can forge a bond with up to five weapons at once, rather than two. In addition, you can summon up to two of your weapons at once provided you have one unoccupied hand for each weapon.
In addition, you can use your bonds to, rather than form a bond with a weapon, form a bond with a stack of ammunition for a ranged weapon instead. You can bond with up to ten pieces of ammunition at once with a single bond, and summoning single pieces of ammunition to your hand requires no action from you. You can also use your bonds to form a bond with up to two thrown weapons at once.
Any weapon or ammunition that you are bonded with is considered magical for the purposes of overcoming damage resistances and immunities.
- Superior War Magic
Starting at 27th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action or without using any actions. You can’t have done anything else that didn't require any actions, such as opening a door, pulling a lever, or interacting with an object, before using this feature to attack without using any actions, nor can you do any of those things after using this feature in that way until the end of the turn.
- Supernatural Attack
Beginning at 30th level, when you hit a creature with a weapon attack, that creature ceases to benefit from any Magic Resistance, Limited Magic Immunity, or Magic Immunity traits it possesses against spells or magical abilities you use until the end of your next turn.
- Mystical Dash
At 35th level, you gain the ability to teleport up to 5 feet to an unoccupied space you can see when you make a weapon attack on your turn. You can teleport before or after the attack.
- Supreme War Magic
Starting at 39th level, when you use your action to cast a spell, you can choose to use your Superior War Magic feature twice, of which one of the uses must be to make one weapon attack as a bonus action. Alternatively, you can use your action to take both the Cast a Spell and the Attack actions, but doing so causes you to gain 1 level of exhaustion afterwards.