Base Class: Fighter
You find that the way to win the fight of life is just to travel. You don't know where the journey will go to, but when you wandering to a town, you just know what to do and that if help is needed you are that help people have been looking for.
The Talents of the Sands
When you choose this archetype at 3rd level, you learn talents that are fueled by special dice called talent dice.
Talents. You learn three talents of your choice, which are detailed under “Talents” below. Many talents enhance an attack in some way. You can use only one talent per attack.
You learn one additional talent of your choice at 7th, 10th, and 15th level. Each time you learn new talents, you can also replace one talents you know with a different one.
Talents Dice. You have four talents dice, which are d8s. A talents die is expended when you use it. You regain all of your expended talents dice when you finish a short or long rest.
You gain another talents die at 7th level and one more at 15th level.
Saving Throws. Some of your talents require your target to make a saving throw to resist the talents’ effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Charisma or Dexterity modifier (your choice)
Crafting Wanderer
You gain proficiency with one type of artisan’s tools and Playing Card Set.
Talents
The talents are presented in alphabetical order.
Compelling
On your turn, you can use a bonus action and expend one talent die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the talent die roll + your Charisma modifier.
Daring
When you hit a creature with a weapon attack, you can expend one talent die to attempt to drive the target back. You add the talent die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Eloquence
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one talent die and add the talent die to the ability check.
Fortitude
As a reactions, when a creature would hit you. You may expend a talent die and add it to your AC, possibly making a hit, a miss instead.
Perceptive
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one talents die and add the talents die to the ability check.
Prosperity
When you make a Wisdom (Survival), or a Wisdom (Medicine) check, you can expend one talent die and add the talent die to the ability check.
Subtlety
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one talent die and add the die to the roll, provided you aren’t incapacitated.
Know Your Opponent
Starting at 7th level, if you may roll a (Perception) check to spend 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Strength score
- Dexterity score
- Constitution score
- Armor Class
- Current hit points
- Total class levels
Well Travelled
At 10th level, your talent dice turn into d10s. At 18th level, they turn into d12s.
The Way of Stone
Starting at 15th level, when you roll initiative and have no talent dice remaining, you regain one talent die.
Perfect Talents
At 18th level, your talent dice turn into d12s. You may also spend 6 hours painting a card depeicting significant current events and add it to your inventory. If you are proficent with Painter's Tools, it takes half the time.
Previous Versions
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