Fighter
Base Class: Fighter

The Prophesied Warriors fighting to achieve great Feats.

Bonus Proficiencies

3rd-level Hero feature

You gain proficiency with a tool of your choice, and you learn to speak an exotic language.

Legendary Warrior

3rd-level Legendary Warrior feature

You can use legendary actions to act at the end of other creatures Turns. You can only use 1 Legendary action in each Turn. You learn two actions of your choice from among the descripted actions below, and each time you gain a level in this class, you can replace one action you know with a different one from this feature. When you reach certain levels in this class, you learn additional  legendary actions, as shown in the Legendary Actions table.

Legendary Actions Known
Fighter Level Number of Legendary Actions
3rd 2
7th 3
10th 4
15th 5

As an action, you can gain Legendary Action Points equal to your proficiency bonus until your next Turn. At the end of another Creatures Turn you can use one of the  Legendary Actions you learned, using the amount of a Legendary Action Points that action requires. 

The following  Legendary Actions are available to you when you learn a action. If a  Legendary Action has a level requirement, you must be at least that level in this class to learn the action. If a  Legendary Actions requires a saving throw, your  Legendary Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.

Combat Prodigy. (1 Points) You learn to strike quickly between the gaps of an opponents move. When another creature Ends it's turn, you can make a Weapon attack roll, against another creature using a weapon you hold in your Hands.

Quick Footed(1 Point). You learn to move quickly when the opportunity presents itself. When another creature Ends it's turn, as long as you have more then 5ft of movement, you can move half of your movement.

Wind Step(1 Point). You learn to step away from a creature when it doesn't pay attention. When another creature Ends it's turn, as long as you have more then 5ft of movement, you can move 5 ft away from the creature, without provoking opportunity attacks.

Wrestler(1 Point). You learn to quickly wrestle creatures when they leave their Guards open. When another creature Ends it's turn, you can make an Grappling attack against a creature, that is no further then 5ft away from you.

Apex Roar (7th Level or Higher/3 Points). You Learn to summon the power of the Wild and make an earthshattering Roar. Each creature in a 10 ft radius centered around you must make a Constitution Saving throw. A creature takes 3d6 thunder damage on a failed save and is pushed 10 ft away from you, and half as much damage and isn't pushed on a successful one. The damage increases to 5d6 at 11th level, and 6d6 at 16th level

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the roar's effect, and the it emits a roar audible out to 300 feet.

Exsanguinate  (7th Level or Higher/ 1 Points). You learn to utilize the greed of a Vampire, bleeding your opponents of their life force. When another creature Ends it's turn, you can make an attack roll, against a grappled creature using a weapon you hold in your Hands. On a successful hit, that creature takes 1d10 additional necrotic Damage to whatever damage it took from this attack. You gain Temporary Hp equal to the amount of necrotic damage dealt by this attack. You cannot use this action multiple times in a round.

Random Bullshit Go  (7th Level or Higher/ X Points). You learn to overwhelm your opponents with a myriad of Weapons. When another creature Ends it's turn, you can prepare a number of Weapons, equal to the amount of Legendary Points expended for this Action. If they don't have it already, they gain the Thrown property. Until your next Turn, you can use your Attack action to make a special thrown weapon attack, using each Weapon prepared by this action. If you are able to make multiple attacks with the Attack action, this replaces all of them. 

Bolster (7th Level or Higher/ 3 Points). You bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can’t be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of your next turn.

Apex Roar (7th Level or Higher/3 Points)

You Learn to summon the power of the Wild and make an earthshattering Roar. Each creature in a 10 ft radius centered around you must make a Constitution Saving throw (DC: 8 + Constitution modifier + proficiency bonus). A creature takes 3d6 thunder damage on a failed save and is pushed 10 ft away from you, and half as much damage and isn't pushed on a successful one. The damage increases to 5d6 at 11th level, and 6d6 at 16th level

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the roar's effect, and the it emits a roar audible out to 300 feet.

Bolster (7th Level or Higher/ 3 Points)

You bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can’t be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of your next turn.

Combat Prodigy (1 Points)

You learn to strike quickly between the gaps of an opponents move. When another creature Ends it's turn, you can expend 1 Legendary Point and make an attack roll, against a creature using a weapon you hold in your Hands. You cannot use this action multiple times in a round.

Exsanguinate (1 Point)

You learn to utilize the greed of a Vampire, bleeding your opponents of their life force. When another creature Ends it's turn, you can make an attack roll, against a grappled creature using a weapon you hold in your Hands. On a successful hit, that creature takes 1d10 additional necrotic Damage to whatever damage it took from this attack. You gain Temporary Hp equal to the amount of necrotic damage dealt by this attack. You cannot use this action multiple times in a round.

Quick Footed(1 Point)

You learn to move quickly when the opportunity presents itself. When another creature Ends it's turn, by expanding 1 Legendary action point, as long as you have more then 5ft of movement, you can move half of your movement.

Random Bullshit Go (7th Level or Higher/ X Points).

You learn to overwhelm your opponents with a myriad of Weapons. When another creature Ends it's turn, you can prepare a number of Weapons, equal to the amount of Legendary Points expended for this Action. If they don't have it already, they gain the Thrown property. Until your next Turn, instead of making a Weapon Attack  you can make a special thrown weapon attack, using each Weapon prepared by this action. You can only replace 1 of your Attacks with this feature during a Round. 

Wind Step(1 Point)

You learn to step away from a creature when it doesn't pay attention. When another creature Ends it's turn, as long as you have more then 5ft of movement, by expanding 1 Legendary Action Point, you can move 5 ft away from the creature, without provoking opportunity attacks.

Wrestler(1 Point)

You learn to quickly wrestle creatures when they leave their Guards open. When another creature Ends it's turn, by expanding 1 Legendary Action Point, you can make an Grappling attack against a creature, that is no further then 5ft away from you.

Fate's Chosen

3rd-level Legendary Warrior feature

You empower yourself with the essence of Fate, which last for 1 minute:

  • You can glow with a radiant light, illuminating 60 ft around you with dim light.
  • You have advantage on Charisma checks and Charisma saving throws.
  • Once on each turn, if you attack a creature with one of your attacks with a weapon or an unarmed strike, you gain advantage on that attack roll, if that creature attacked another creature during it's last Turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Way with Words

7th-level Legendary Warrior feature

You know how to speak with people and they generally trust the word you say. You gain advantage on all Charisma checks, when other creatures try to find out if you speak the truth.

A Named Warrior

10th-level Legendary Warrior feature

You gain 1 Legendary Action point at the End of your Turn, if you have no Legendary action points.

Master of Words

15th-level Legendary Warrior feature

You saw all manner of creatures on and off the Battlefield, so you start to understand them even if you don't speak their Language.

  • You gain advantage on all Charisma Checks and Intelligence(Insight) Checks.
  • You can understand and read every language, excluding thieves can't.
  • You can communicate with other creatures using gestures and tone instead of verbal communication, this takes approximately 4 times a verbal communication would. This doesn't work on Blinded and Deafened creatures.
Legendary Warrior Image

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