Favoured Weapon
All Fighters are well trained with a variety of weapons, including both ranged and melee weapons, however, most fighters have a set of weapons that they prefer and use constantly. When you take this feature, you can select three weapon types that you are proficient with, your proficiency bonus is doubled with these weapons.
Faster Attacks
When you take this feature, whenever you take the attack action on your turn, you can hit a second time. When you reach level 8 and level 15, the number of extra attacks increases to 2 and 3 respectively.
Conservative Fighting
You have learned to conserve your energy during a fight to then unleash large bursts of energy moments later. Once per long rest, you can use this ability to save half of your unspent AP that turn and add it to your pool next turn.
Polearm Master
When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.
While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Lucky:
When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave:
You have advantage on saving throws against being frightened.
Features & Traits