Fighter: Warprince

Warprinces are terrors on the battlefield, dancing between foes with lethal grace. Their approach to combat mixes weapon and unarmed strikes together.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in acrobatics.

Unarmed Strike

Starting at 3rd level, your unarmed attacks can use Dexterity instead of Strength for the attack and damage rolls. You roll a d4 in place of normal damage.

Ferocious Action

At 3rd level, your extensive training allows you to take a bonus action on each of your turns in combat. This action can be used to take the Shove, Grapple, Unarmed Strike, or Two-Weapon Fighting actions.

When you use the Two-Weapon Fighting action in this way, you can do so even when using weapons that lack the Light property.

Counter

Starting at 7th level, after an enemy makes a melee attack against you, you can expend your reaction to make a melee weapon attack against them. If the counterattack lands, it counts as a critical hit. Additionally, your proficiency bonus for acrobatics checks is doubled.

Blitz

At 10th level, you learn two new techniques for striking down hordes of foes.

  • Whirlwind Attack: You can use your action to make a melee weapon attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

  • Steel Dervish: You can use your action to make a melee weapon attack against any number of creatures in a 15 foot cone in front of you, with a separate attack roll for each target.

Glancing Blows

At 15th level, your melee attacks deal half damage (rounded down) on a miss.

Dauntless

At 18th level, if you have no uses of Action Surge when rolling initiative, you regain one expended use.