Base Class: Fighter
Demonic based fight maledic. Can only ever cast Elemental Weapon and Spiritual Weapon, and cannot learn other spells.
Know thy enemy
Beginning when you choose this archetype at 3rd level, after the 2nd round of combat your "to hit" increases by +1 at the end of each of your 2nd turns after the previous effect.
Demonic Defense
Starting at 7th level, after every round of combat ends your AC increases by +1 with a cap of half your CON score rounded down.
Improved Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature. Additionally, your "Demonic Defense" no longer has a cap, as well as your "Know thy enemy" triggers after every round of combat.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Superior Arsenal
As no weapons or armor are equipped to you, you gain three longswords that can be used at your disposal. These longwords are magical, if thrown they teleport to your back at your discretion. If you hit a creature with one of the longswords you can use a bonus action to hit the creature with a 2nd longsword if that hits you can use a bonus action to hit the creature with your 3rd longsword.
Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have below 0 hit points.
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Posted May 8, 2023Superior Arsenal sounds like it required you to be at a disadvantage if you wish to use it. Have no armor for a class that has no version of Unarmed Defense isn't a smart idea when that class is specifically martial based. Also, pretty sure you can't throw the 3rd lonsword if the first 2 hit, because you already had to use your Bonus Action to throw the second, and I may be wrong, but I'm fairly certain that no class gets multiple bonus actions. If it's a Free Action to throw the 3rd after the first 2 hit, then it would work a little, but the subclass specifically states that you can only use the swords if you have no weapons AND armor equipped. Even with a maxed out Dexterity, that's only a 15 AC and requires you to focus on finesse weapons, which longswords don't count as.
I'd definitely loose the "no armor" requirement and have the 3rd sword being thrown as a Free Action if the first 2 hit. But, if you want the player to focus on finesse, maybe make this into a Rogue subclass with the longswords being replaced by rapiers.
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Posted Feb 27, 2019no worries man. that's all good it does take time and there are some really creative ideas in there. I found checking out other peoples creations and just getting some feedback really helps you come up with those finishing touches.
if you want to bounce of some ideas feel free to send a message to my inbox.
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Posted Feb 27, 2019Very helpful. This was just an idea I had and haven't seen another class you can play that gets strong the longer battle continues. I am not quite sure where to go from here as I'm not very creative to begin with
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Posted Feb 24, 2019its not a bad start, I think it needs more fleshing out with how this subclass gets its unique set of feats. in saying that the 'know thy enemy' and 'demonic defense', are really cool ideas, I do very much like them but, they need to be expanded on especially because none of the cannon subclasses have a gradual increase in combat ability per round. good first draft, maybe start by giving a brief summary as to how and why they get these abilities and maybe change some of the other feats so it makes a more uniform class. hope this is helpful feedback :)