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Add fighter fighting styles from UA
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@@ -12,28 +12,107 @@ class GreatWeaponFighting(Feature):
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weapon that you are wielding with two hands, you can reroll the die and
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must use the new roll, even if the new roll is a 1 or a 2. The weapon must
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have the two-handed or versatile property for you to gain this benefit.
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"""
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name = "Fighting Style (Great Weapon Fighting)"
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source = "Fighter"
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name = 'Fighting Style (Great Weapon Fighting)'
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source = 'Fighter'
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class Protection(Feature):
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"""When a creature you can see attacks a target other than you that is within
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5 feet of you, you can use your reaction to impose disadvantage on the
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attack roll. You must be wielding a shield.
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"""
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name = "Fighting Style (Protection)"
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source = "Fighter"
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name = 'Fighting Style (Protection)'
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source = 'Fighter'
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# UA
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class BlindingFighting(Feature):
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"""Being unable to see a creature doesn’t impose disadvantage on your attack
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rolls against it, provided the creature isn’t hidden from you.
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"""
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name = 'Fighting Style (Blinding Fighting)'
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source = 'Fighter'
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class CloseQuartersShooter(Feature):
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"""When making a ranged attack while you are within 5 feet of a hostile
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creature, you do not have disadvantage on the attack roll. Your ranged
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attacks ignore half cover and three-quarters cover against targets within
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30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
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"""
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name = 'Fighting Style (Close Quarters Shooter)'
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source = 'Fighter'
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class Interception(Feature):
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"""When a creature you can see hits a target that is within 5 feet of you
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with an attack, you can use your reaction to reduce the damage the target
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takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must
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be wielding a shield or a simple or martial weapon to use this reaction.
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"""
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name = 'Fighting Style (Interception)'
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source = 'Fighter'
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class Mariner(Feature):
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"""As long as you not wearing heavy armor or using a shield, you have
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a swimming speed and a climbing speed equal to your normal speed, and you
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gain a +1 bonus to armor class.
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"""
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name = 'Fighting Style (Mariner)'
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source = 'Fighter'
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class ThrownWeaponFighting(Feature):
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"""You can draw a weapon that has the thrown property as part of the attack
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you make with the weapon.
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In addition, when you hit with a ranged attack using a thrown weapon, you
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gain a +1 bonus to the damage roll.
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"""
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name = 'Fighting Style (Thrown Weapon Fighting)'
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source = 'Fighter'
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class TunnelFighter(Feature):
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"""As a bonus action, you can enter a defensive stance that lasts until
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the start of your next turn. While in your defensive stance, you can make
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opportunity attacks without using your reaction, and you can use your
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reaction to make a melee attack against a creature that moves more than
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5 feet while within your reach.
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"""
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name = 'Fighting Style (Tunnel Fighter)'
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source = 'Fighter'
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class UnarmedFighting(Feature):
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"""Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your
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Strength modifier. If you strike with two free hands, the d6 becomes a d8.
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When you successfully start a grapple, you can deal 1d4 bludgeoning damage
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to the grappled creature. Until the grapple ends, you can also deal this
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damage to the creature whenever you hit it with a melee attack.
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"""
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name = 'Fighting Style (Unarmed Fighting)'
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source = 'Fighter'
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class FighterFightingStyle(FeatureSelector):
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"""
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Select a Fighting Style by choosing in feature_choices:
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archery
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defense
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dueling
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@@ -43,7 +122,22 @@ class FighterFightingStyle(FeatureSelector):
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protection
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two-weapon fighting
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blinding fighting
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close quarters shooter
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interception
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mariner
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thrown weapon fighting
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tunnel fighter
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unarmed fighting
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"""
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options = {'archery': Archery,
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'defense': Defense,
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'dueling': Dueling,
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@@ -52,10 +146,17 @@ class FighterFightingStyle(FeatureSelector):
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'projection': Protection,
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'two-weapon fighting': TwoWeaponFighting,
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'two-weapon': TwoWeaponFighting,
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'dual wield': TwoWeaponFighting}
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'dual wield': TwoWeaponFighting,
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'blinding fighting': BlindingFighting,
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'close quarters shooter': CloseQuartersShooter,
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'interception': Interception,
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'mariner': Mariner,
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'thrown weapon fighting': ThrownWeaponFighting,
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'tunnel fighter': TunnelFighter,
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'unarmed fighting': UnarmedFighting}
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name = "Fighting Style (Select One)"
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source = "Fighter"
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class SecondWind(Feature):
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"""You have a limited well of stamina that you can draw on to protect yourself
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@@ -154,7 +255,7 @@ class AdditionalFightingStyle(FeatureSelector):
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Select a Fighting Style by choosing in feature_choices:
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archery 2
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defense 2
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dueling 2
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@@ -185,7 +286,7 @@ class SuperiorCritical(Feature):
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name = "Superior Critical"
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source = "Fighter (Champion)"
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class Survivor(Feature):
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"""At 18th level, you attain the pinnacle of resilience in battle. At the
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start of each of your turns, you regain hit points equal to 5 + your
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@@ -266,8 +367,8 @@ class KnowYourEnemy(Feature):
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"""
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name = "Know Your Enemy"
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source = "Fighter (Battle Master)"
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class Relentless(Feature):
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"""Starting at 15th level, when you roll initiative and have no superiority
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dice remaining, you regain 1 superiority die.
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@@ -794,7 +895,7 @@ class ShadowArrow(Feature):
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"""
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name = "Shadow Arrow"
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source = "Fighter (Arcane Archer)"
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# Cavalier
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class BonusProficiencyCavalier(Feature):
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@@ -869,7 +970,7 @@ class WardingManeuver(Feature):
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def name(self):
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num = max(1, self.owner.constitution.modifier)
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return self._name + ' ({:d}x/LR)'.format(num)
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class HoldTheLine(Feature):
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"""At 10th level, you become a master of locking down your enemies. Creatures
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@@ -982,8 +1083,8 @@ class StrengthBeforeDeath(Feature):
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"""
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name = "Strength Before Death"
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source = "Fighter (Samurai)"
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# Gunslinger
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class Gunsmith(Feature):
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"""Upon choosing this archetype at 3rd level, you gain proficiency with
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@@ -1012,7 +1113,7 @@ class AdeptMarksman(Feature):
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You learn an additional trick shot of your choice at 7th, 10th, 15th, and
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18th level. Each time you learn a new trick shot, you can also replace one
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trick shot you know with a different one.
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Grit. You gain a number of grit points equal to your Wisdom modifier
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(minimum of 1). You regain 1 expended grit point each time you roll a 20 on
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the d20 roll for an attack with a firearm, or deal a killing blow with a
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@@ -1183,7 +1284,7 @@ class WingingShot(Feature):
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name = "Winging Shot"
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source = "Gunslinger (Trick Shot)"
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class ViolentShot(Feature):
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"""When you make a firearm attack against a creature, you can expend one or
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more grit points to enhance the volatility of the attack. For each grit
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