Base Class: Fighter
You face life or death situations more than anyone, but always manage to survive. You are not the strongest, nor the bravest but always find a way to survive in the end. In a critical moment you focus all your efforts into one final strike.
Master of One
Beginning when you choose this archetype at 3rd level, your begin to channel your abilities into one.
You can choose to lose proficiency in one skill or tools to give expertise to another skill or tools, however you cannot give expertise to a skill or tools you currently have expertise in. This effect last until you finish a long rest. When you finish a long rest the skill or tools that are under this effect return to normal and you can choose a new skill or tools to use the effect on.
You can choose to lose proficiency in two skills or tools at 10th level and three skills or tools at 18th level.
All for one
Starting at 7th level, you can add all "Extra Attacks" you have into one attack. Add another damage die per Extra Attack consumed using this method. You consume one "Extra Attack" on a 1d6 damage weapon now becomes 2d6.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Two for One
At 10th level, you can choose to gain advantage on any saving throw, attack roll, or ability check regardless of any effects currently on you, however after using this ability the next time you need to make a saving throw, attack roll, or ability check it will always be at disadvantage regardless of any effects currently on you.
You cannot reactivate this ability until the resolution of it has been used. You can use this ability equal to your proficiency bonus and regain uses on a short or long rest.
One more
Starting at 15th level, if you miss with All For One and use Action Surge on the same turn you can use All For One again without using a usage of All For One. You can only activate this effect once per turn.
Chosen One
At 18th level, you will automatically succeed, at the bare minimum required to, any saving throw, ability check, or attack roll regardless of any outside effects, however your next saving throw, ability check , or attack roll will always fail, or next attack against you will always hit at the bare minimum needed whichever effect happens first regardless of any outside effects. You still roll a d20 for these checks however the effect will take precedent regardless of roll, unless you role a Nat 20 or Nat 1 additional effects apply. You cannot use this ability until the resolution of this ability has been enacted. You can use this ability equal to your proficiency bonus and regain expanded uses per long rest.
Nat 20 Jackpot - Rolling a Nat 20 you negate the after effect of this ability, and roll another D20 and save the result. You can replace the result with any roll you or a creature within 10ft of you makes. You lose the roll once dawn comes.
Nat 1 Bankrupt - Rolling a Nat 1 you cannot use any abilities until your next turn while in combat. Outside of combat you will fail all ability checks for 1 hour.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
11/19/2022 12:47:22 AM
|
5
|
0
|
--
|
Coming Soon
|
Comments