Fighter
Base Class: Fighter

You are a fighter of fate. You let yourself into battle if you feel that this is your destiny, you leave a battle if you think the chaos of the world wants you out. You don't battle with the fate, you embrace it with your whole self. You can take advantage of a chance to strike when you see one. When you fall you can take it as a possibility to suprise your enemy. Your whole life is focused around destiny and finding your place in this universe.

Flow of the Odds

Starting at 3rd level, you gain Fate Dice. You have Fate Dice equal to (your Fighters level)/2 + your Wisdom modifier (min. 0) and you regain all of them on a long rest. When you roll a saving throw, a skill check, an attack roll or a damage roll just after you have rolled the die but before you know the outcome, you may roll a d4 to add a -1 penalty if you roll a 1, a +1 bonus on a 2 or a 3 and +2 bonus on a 4 to the roll.

Once every day, when you end your long rest, you may spend a Fate Die to roll a d4 and then choose a skill you are proficient with to add -1 on a 1 or a 2, +2 on a 3 or a 4 to this skill for the rest of the day. You loose this modifier after 24 hours or when you finish a long rest.

A Win-Win situation

Starting at 7th level, once you roll less than 10 on a skill check you may add half of your proficiency bonus to your next skill check you make in next 10 minutes.

 

Restless Battle

At 10th level, when you use Second Wind or use a hit die to restore your hit points, you can spend a Fate Die to roll a d4 to add Str. modifier on a 1 or a 2 and Str. modifier + (proficiency bonus/2) on a 3 or a 4 to the hit points you regain.

A Promised Strike

Starting at 15th level, when you hit a creature with an attack, you can spend a Fate Die to roll a d4 to gain the following benefits:

  • (on a 1) Suprising Strike: The target must succeed on a Constitution saving throw or be Incapacitated until the end of your next turn.
  • (on a 2) Fearfull Strike: The target must succeed on a Wisdom saving throw or become Frightened. At the end of each turn it makes a saving throw, on a success the Fright ends.
  • (on a 3) Bloody Strike: The target must succeed on a Constitution saving throw or take 1d6 necrotic damage and bonus 1d6 at the end of each turn for the next 10 minutes. The target can roll a Constitution saving throw to stop the additional damage at the beginning of each turn.
  • (on a 4) Vital Strike: The attack becomes a Critical hit, if it already is a Critical hit you deal an additional 2d6 + proficiency bonus damage.

Many of the Strikes require saving throws. The save DC = d4 + your Proficiency Bonus + your Strength modifier + your Wisdom modifier. You roll this d4 every time an enemy makes a saving throw

In the Hands of Fate

At 18th level, no matter what the fate brings, you have learnt to use it in your advantage. When you fail a saving throw, you can spend a Fate Die to gain advantage on your next saving throw you make in next minute. When you succeed a saving throw you regain one Fate Die. When a creature misses a weapon attack on you, you regain a Fate Die. When a creature hits you with an attack you can spend a Fate Die to gain advantage on your next attack you make in next minute. 

Also from now on, when you end a short rest you may roll a d4 to regain that many Fate Dice.

Previous Versions

Name Date Modified Views Adds Version Actions
11/8/2021 11:31:29 AM
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11/8/2021 11:35:33 AM
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