Fighter
Base Class: Fighter

There are those who have fought their entire lives only to come up on the losing end. Deserting your post, losing your lord or king, or failing in battle, those who have found themselves on the path of the Wanderer seek to regain their lost honor and to reforge their names into history.

Mark of Dishonor

You are marked with the shame of abandoning tradition, and it is your will to regain a semblance of your honor back through dueling. While you aren't wielding a shield, you can use your bonus action to Mark a creature within 10 feet of you as the target of your will, granting you the following benefits:

  • When the marked creature is within 10 feet of you they have disadvantage on any attack roll that doesn’t target you.
  • The marked creature must make a Wisdom saving throw (8 + your Wisdom modifier + your proficiency bonus) each time it attempts to move to a space that is more than 10 feet away from you; if it succeeds, its movement is not restricted this turn.
  • If the marked creature misses you with a melee weapon attack, you can use your reaction to make a melee weapon attack against the Marked creature. This attack scores a critical hit on a 19 or 20.

Your Mark lasts for 1 minute, or until the creature is reduced to 0 hit points. 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.

Vagabond's Heirloom

 

When you reach 3rd level, your cherished heirloom, passed down to you by your family, a lost lord, or someone else who was prevalent in your life becomes imbued by their spirit gaining magical properties. While the heirloom is on your person you gain proficiency in Charisma (Persuasion) checks. In addition, during a long rest, you can spend 1 hour channeling the magic of your heirloom into yourself or into another you trust, granting one of the following benefits which lasts until the end of your next long rest:

  • Your speed increases by 10 feet.
  • You gain a bonus to your initiative rolls equal to your Wisdom modifier.
  • You gain a +1 bonus to Strength, Dexterity or Wisdom saving throws.

Against the Storm

At 7th level, even through the turmoil of shame and the odds being stacked against you, you still stand steadfast in the face of uncertainty. When you use Second Wind you regain the use of Mark of Dishonor. In addition, when you aren’t wielding a shield and you Mark a creature with Mark of Dishonor, you gain a +2 bonus to your AC against creatures who aren't marked. This bonus increases to +3 at 12th level and +4 at 18th level.

Focused Strikes

Beginning at 10th level, your onslaught makes it harder for others to concentrate on what is around them. As a bonus action, you can give yourself advantage on your next melee weapon attack. A creature hit by the attack has disadvantage on saving throws it makes to maintain concentration until the end of your turn. You can use this feature a number of times equal to your proficiency bonus, and you regain expended uses when you finish a long rest.

Manslayer

Starting at 15th level, your skill as a duelist and warrior is known across the land. When you hit a creature that is Marked by Mark of Dishonor with a melee weapon attack, and you have no more than half your hit points left, you can end the Mark on the creature to have your attack critically strike. If the attack reduces the target to 0 hit points you instantly regain the use of Mark of Dishonor.

Warrior's Way

At 18th level, when you use Indomitable to reroll a Wisdom saving throw, you can automatically succeed. When you use Indomitable this way, and you have no uses of Focused Strikes remaining, you regain a use.

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