Fighter
Base Class: Fighter

Fighters of the Redwood Soul archetype are tactful, elegant warriors who often come from esteemed backgrounds. Their fighting style is similar of conquistadors, fencers, and swashbucklers. Fighters of this archetype choose a characteristic of nature that best embodies their fighting style and gives them additional abilities. They earned the name of Redwood Soul based on the elegance and finesse of their swordsmanship whilst maintaining a resilience and sure footedness that many other fighters lack.

Nature Trait

Starting when you choose this archetype at 3rd level, you pick a facet of nature that you not only cherish, but that imbues you with remarkable skill.

You can choose an additional Nature Trait at 10th level.

Canyon Born

Tracking and climbing in the clay gullies and plateaus of the Canyon of Ole has caused you to thrive amongst the greatest treacheries that nature offers. You now have advantage on all Wisdom (Survival) checks and any you are resistant to fall damage.

Marsh Walker

Learning to wade through the deep muddy waters of the Noonday Marsh has given you the ability to easily traverse the terrain around you. Choosing this trait grants you an additional 15 ft. to your movement speed and causes difficult terrain to have no effect on you.

Redwood Skin

You have embraced the sturdiness of redwood trees, whose trunks rise side by side with others like them. Whenever you and an ally flank an enemy creature, you gain an additional +1 to your armor class. This bonus goes away once you are hit or are no longer flanking. You cannot flank the same creature more than once to gain this ability.

Sun Sender

A fragment of the sun itself trickles through your veins. As an action, you point a weapon or finger at an enemy creature and a beam of solar energy sears into their skin. On a hit, this beam does 2d10 radiant damage and can be used a number of times equal to half of your proficiency rounded down. You must take a long rest before you can use this ability again.

Made Scarce

Starting at 7th level, escaping the grappled condition is considered a bonus action for you and ending the prone condition only costs you 5 ft. of movement.

Additional Nature Trait

Starting at 10th level, you gain an additional Nature Trait.

Canyon Born

Tracking and climbing in the clay gullies and plateaus of the Canyon of Ole has caused you to thrive amongst the greatest treacheries that nature offers. You now have advantage on all Wisdom (Survival) checks and any you are resistant to fall damage.

Marsh Walker

Learning to wade through the deep muddy waters of the Noonday Marsh has given you the ability to easily traverse the terrain around you. Choosing this trait grants you an additional 15 ft. to your movement speed and causes difficult terrain to have no effect on you.

Redwood Skin

You have embraced the sturdiness of redwood trees, whose trunks rise side by side with others like them. Whenever you and an ally flank an enemy creature, you gain an additional temporary +1 to your armor class. This bonus goes away once you are hit or are no longer flanking. You cannot flank the same creature more than once to gain this ability.

Sun Sender

A fragment of the sun itself trickles through your veins. As an action, you point a weapon or finger at an enemy creature and a beam of solar energy sears into their skin. Make an attack using your attack modifier. On a hit, this beam does 2d10 radiant damage and can be used a number of times equal to half of your proficiency rounded down. You must take a long rest before you can use this ability again.

Pool of Eternal Consequence

Fighters of the Redwood Soul archetype are naturally inclined toward conquest.

Starting at 15th level, you can place creatures under your command. When you reduce a creature of a CR 4 or lower to 0 hit points, you can give it a warning to join you or die. The creature must have an Intelligence score of 10 or higher, or it instantly dies.

If the creature's Intelligence is high enough, you force the creature to make a Wisdom saving throw, DC equal to 8 + your proficiency bonus + your Wisdom or Intelligence modifier (your choice). On a successful save, the creature instantly dies.

On a failed Wisdom saving throw, the creature is instead reduced to 1 hit point and briefly serves you. It keeps its turn in the initiative and can make one weapon attack as its action. The creature's movement remains the same. The creature's service to you ends after one minute or if the creature takes any damage.

After you have used this ability 3 times, you can not use it again until you have taken a long rest.

Nimble One

Beginning at 18th level, your motions are more fluid than any other. Your Dexterity score increases by 2. Your maximum for this score is now 22.

Previous Versions

Name Date Modified Views Adds Version Actions
9/6/2022 3:03:50 AM
1
1
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes