Fighter
Base Class: Fighter

this subclass is a tribute to the youtubers 'Puffin forest' first D&D character aligaros. just a character I made for fun. (I do have other serious creations please check them out if you like this)

the legendary exploits of the hero aligaros flushed through faerun and inspired other would be warriors to take the challenge of adventuring. the chance of adventure was most likely given to these fighters by a mysterious greater power. it could be a deity, fiend or other great power who sort out this adventurer for a particular task.

this entity pays no real attention to the hero until later when he proves to be more capable then he first appeared.

The Axe Weilder

starting when you choose this class at 3rd level you wield axes with the greatest might. once per short rest when using a battle axe or a great axe you may choose to add +5 to one of your attack rolls, you must declare the bonus after you roll but before the DM declares whether you have landed a blow or not.

this ability improves at level 10, the effect lasting a whole round rather then one strike. 

 

Empty Thoughts, Empty Background

starting at 7th level, no one is able to read your thoughts by any means due to your lack of thought process additionally, you have advantage against being charmed as you are not even sure what your desires are. 

Mind Axe

starting at 10th level you can once per long rest summon a spectral axe manifested from you mind. this axe works as a spiritual weapon casted at 4th level and constitution is your spell modifier. additionally when you use this weapon on none living materials it automatically criticals.   

Dark Nights

upon reaching level 15, whenever your character consumes an alcoholic beverage you must roll a percentile dice. if you roll 30 or less your character inevitably will black out and wake up in a prison of some description. if it is a towns prison then it is a 10g fine for release.

however constant jail sentencing has made your character familiar with the shadier groups in cities and towns and being placed behind bars constantly has made them more trusting of you. you gain the benefits of thieves cant (see rogue rules).

Gaurdians Interest

starting at 18th level you gain gifts from your chosen entity listed below. you can use one of these abilities per long rest.

healing aid - you become immobile as the entity heals you. as an action you heal for a quarter your max hit points rounded down + your fighter level.

Mind blown - the entity lends its power to the mind axe using its magical capabilities instead of yours. for 1 round you treat the mind axe as if it was a spiritual weapon summoned at 9th level. at the start of your next turn it returns to its normal state.

critical aid - once a day when you make a roll of any kind with the d20 and fail, you may choose to activate this ability and succeed.

 

Previous Versions

Name Date Modified Views Adds Version Actions
2/28/2019 2:49:57 AM
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