Base Class: Fighter
You have a mysterious and vaguely tragic past, and a loosely defined but probably important destiny.
Too Many Belts
Your audacious sense of fashion also serves as a form of protection, somehow. When wearing leather or hide armor you have a plus three bonus to AC.
Plot Armor
Beginning when you choose this archetype at 3rd level, when you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Secret Techniques
Starting at 7th level, you have decided to stop holding back, and reveal previously hidden talents in a surprising array of areas. You can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
In addition, your training allows you to ignore the Heavy and Two-Handed properties of melee weapons.
Unfair Advantages
At 10th level, you have learned how to train for forty hours a day, and have mastered new techniques as a result. You can choose an option from this class feature.
Blur of Motion
You have +10 speed.
Courage
You gain a 1d4 bonus to damage with melee weapon attacks when below half your health.
Friendship
You are immune to the Frightened condition and have advantage on death saving throws.
Lightspeed Reflexes
While you are conscious and not incapacitated, attack rolls against you have disadvantage.
Magical Intuition
You have proficiency in Arcana and advantage on Wisdom saving throws against magic.
No-Sell
You can use a reaction to halve damage from an attack that targeted you.
Razor-Sharp Senses
You can't be surprised while conscious.
Nothing Personnel
Starting at 15th level, you have learned how to go all out. Creatures of your choice in a five feet wide sixty foot long line must make a Dexterity save; the spell save DC is 8+Proficiency+Strength modifier. After doing so, you can teleport behind a creature in the line; you don't need line of sight to do so, but there must be space available for you to do so, and if not then you teleport to the nearest space available closest to the farthest creature from you before you teleported. if the targets failed the save against this feature, you can use a melee weapon attack against them that automatically hits, though you can still roll for a critical hit; all melee weapon attacks from this feature occur after its teleport and land at the same time. If the targets succeeded on the save, they instead take Strength modifier damage of your weapon's type, and you can make an Intimidation or Persuasion check against them with advantage after the teleport.
You can use this feature up to proficiency times before a long rest.
Implausible Swordfighting Skill
At 18th level, you attain the pinnacle of swordfighting skill in battle. You gain an extra melee attack you can use when you make an Attack.
Previous Versions
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Posted May 13, 2024Every Anime main character be like:
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Posted Nov 18, 2022These is really good