Fighter
Base Class: Fighter

An adventurer is a well rounded fighter that specializes in preparation. They are resourceful survivors that excel at tackling a wide range of situations with preparation.

Improvised Resources

Starting at 3rd level, you excel at making due with whatever you can get your hands on. During a long rest, you can create two healing potions, 1st level scrolls (selecting a spell from the Druid or Wizard list), or adventuring gear items worth less than 5 gold pieces each assembled out of miscellaneous items you pick during the day.

Any scroll or potion created this way expires if not used by the next time you complete a long rest. You can cast scrolls created this way without a check, as if the scroll was on your spell list. If a scroll requires a spell casting modifier, you use your Intelligence or Wisdom (or choice). Scrolls created this way cannot be copied or used in crafting.

The number of items you can create this way increases to 3 items at 9th level, and 4 items at 15th level. The quality of items you can create increases at 7th level, 10th level, 13th level, and 16th level as shown on the table below (you can still choose to make items of lower level when gaining higher level options).

Level Improvised Potion Scroll Level Item Value
3rd Healing Potion 1st Level 5 gp
7th Any Uncommon Potion 2nd Level 10 gp
10th Superior Healing Potion 2nd Level 30 gp
13th Superior Healing Potion 3rd level 40 gp
16th Any Rare Potion 3rd Level 50 gp
19th Supreme Healing Potion 4th level 60 gp

Well Rounded

Additionally at 3rd level, you learn two additional skills, tools, or languages of your choice. You learn one additional skill, tool, or language of your choice at 9th and 15th level.

Due to D&D Beyond limitations, you can add whatever proficiencies you choose the proficiencies you require by following the instructions below:

Skills - Select the Cog icon next to Skills > Choose your Skill> Customize > Skill Proficiency Level > Proficient

Tool - Select the Cog icon next to Proficiencies & Languages > Choose your Option > Tool > Choose your Tool

Languages - Select the Cog icon next to Proficiencies & Languages > Choose your Option > Language > Choose your Language

 

Resourceful Talents

Starting at 7th level, you can find small breaks in the flow of battle to drink potions. You can drink any potion that would normally require an action as a bonus action.

Additionally, you can attempt to cast spell scrolls that would normally unintelligible to you. When doing so, you automatically succeed if the DC of the required spellcasting check is less than 10 + your proficiency bonus, otherwise you roll 1d20 + your proficiency bonus in place of making a spellcasting check, unless your spellcasting check would be higher.

Acquired Knack

At 10th level, you can select one of the following feats: Alert, Athlete, Dungeon Delver, Inspiring Leader, Observant, Ritual Caster or Skulker. You do not need to meet the prerequisites of a feat to select it in this way.

These feats can be added to your sheet by selecting Features & Traits > Manage Feats. You may also need to turn off Prerequisites from within this menu by selecting Settings > Set "Use Feat Prerequisites" to "Off".

 

 

Survival Skills

Starting at 15th level, you can add half your proficiency bonus, rounded down, to your initiative checks, and to any saving throw you don't already add your proficiency to. Additionally, you gain a climbing and swimming speed equal to your walking speed.

Adventurer's Intuition

Starting at 18, you have survived so many dangerous situations and seen every trick in the book. At key moments, your intuition checks in. When you make an attack roll, saving throw, or ability check, you can replace the roll with your Fighter level. You can use this after you roll, but before you know the outcome. Once you do this, you cannot do so again until you complete a short or long rest.

KGS - Adventurer Image

Comments

Posts Quoted:
Reply
Clear All Quotes