Archfighter (5e Subclass)

Archfighter

A fighter Subclass focusing on the more traditional weapon and armor training a fighter undergoes

Weapon Training I

When you choose this subclass at 3rd level, select one weapon that you are proficient in. You gain a +1 bonus to all attack and damage rolls with this weapon. If you select your Unarmed Strikes, the damage die increases to 1d4 as well.

Armor Training I

At 7th level, when wearing medium or heavy armor, your maximum Dexterity bonus increases by 1.

Weapon Training II

At 10th level, your selected weapon now has a +2 bonus to all attack and damage rolls, and its critical range increases to 19-20. In addition, you may now select a second weapon that you are proficient in which gains a +1 bonus to all attack and damage rolls. If you selected Unarmed Strikes for Weapon Training I, the damage die now becomes 1d6 and it gains the finesse property.

Armor Training II

At 15th level, your maximum dexterity bonus with medium or heavy armor increases by an additional +1. Additionally, your familiarity in wearing armor grants you an increase in base speed by 5 feet whilst wearing armor.

Weapon Training III

Beginning at 18th level, your original selected weapon now has a critical range of 18-20 and deals an additional damage die on critical hits, and you cannot be disarmed while wielding the weapon. Your second selected weapon now has a +2 bonus to all attack and damage rolls and has a critical range of 19-20, and you may select a third weapon, which gains a +1 bonus to all attack and damage rolls.


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