The Challenger

= The Challenger = As a Challenger, you focus your energy on challenging and taking on the bigger threats so your teammates don't have to.

Challenging Presence
When you choose this path at 3rd level, you make yourself out to be the biggest threat. When you roll initiative, anything that rolls lower than you that are hostile towards you must focus on you for the first round of combat. At Lv 4, 9, 14 and 19, your initiative roll counts as 2 points higher when determining what creatures focus on you.

Provoking Battle Cry
At 6th level, you can use 1 vitality as a bonus action to provoke hostile creatures. All creatures that can hear your shout must make a wisdom save vs your Vitality DC or target you for the next minute. Any creature hit by an attack from another creature other than you can make another save.

Provoking Opportunity
At 10th level when a creature within 5 feet of you provokes opportunity attacks, you can shift the attack to you using 1 Vitality. Alternatively, you can use a bonus action and 1 Vitality to disable any creatures disengage action or reaction that you hit with a heavy weapon.

Initiative Vitality
Starting at 14th level, you can spend 2 vitality to gain advantage on an initiative roll. Once this feature is used. It cannot be used again until you finish a long rest.

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