Fighter
Base Class: Fighter

A fighter trained by Zhentarim’s Finest believes in one thing: might over matter. Battle is won by those of iron will and lost by those who crumble from the pressure. Even those warriors who’ve turned their back on the Zhentarim still fight with their techniques, because despite what you feel about the faction, you can’t argue with their results.

Instilled Fear

Gained at level 3. You’ve internalized the teachings of the Zhentarim to strike fear into your enemies while never showing fear yourself. As a bonus action on your turn, you can force a creature you can see that you dealt damage to this turn to make a Wisdom saving throw. The DC equals 10 or half of the damage you dealt, whichever number is higher. If the creature fails the save, it falls prone and is frightened for 1 minute.

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

Intimidation Tactics

Gained at level 7. You’ve learned how to carry yourself in and out of battle to “encourage” others to see your way of thinking. Whenever you make a Charisma (Intimidation) check, you gain a bonus to the check equal to your Strength modifier. In addition, you can use your bonus action to force a creature you can see within 30 feet of you to make a Charisma (Intimidation) check contested by your Charisma (Intimidation) check. If you succeed, the creature’s next attack is reduced by the difference between your checks.

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

Exhibit Might

Gained at level 10. You wield your weapon to not just harm your enemies, but to utterly destroy their psyche. When you attack a target that is frightened of you, your weapon attacks score a critical hit on a roll of 18–20. When you score a critical hit on a creature that is frightened of you, it suffers the following additional effects until the end of its next turn:

  • The creature has disadvantage on Wisdom, Intelligence, and Charisma saving throws.
  • The creature’s movement speed becomes 0, and it can’t benefit from any bonus to its speed.

 

Emboldened Strike

Gained at level 15. You take advantage of the moment of panic your enemies experience when they see you in battle. Immediately after you cause a creature within 5 feet of you to become frightened, you can use your reaction to make a melee weapon attack against it, provided you can see it. On this attack, when you roll a 1 on a damage die, you can reroll the die and must use the new roll, even if the new roll is a 1.

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

Warcry of the Zhentarim

Gained at level 18. You have a voice to command legions of loyal Zhentarim into battle, crying for war in such a way that no enemy feels safe. Your Zhentilar’s Finest features that impose the frightened condition can do so even on creatures that are normally immune to the frightened condition, such as mindless Undead or Constructs.

Additionally, you can use your action to strike fear in the hearts of your foes. When you do so, each hostile creature within 60 feet of you that can see or hear you must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Strength or Charisma modifier (your choice). On a failed save, a creature becomes frightened for the next minute. While frightened, it has disadvantage on Wisdom, Intelligence, and Charisma saving throws, its movement speed becomes 0, and it can’t benefit from any bonus to its speed. A creature can repeat the saving throw at the end of each of its turn, ending the effect early on a success. Once you use this action, you can’t use it again until you finish a long rest.

Zhentilar's Finest Image

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