Base Class: Fighter
Your a skilled fighter who after having a great injustice served upon you by a outside force, group, or person, you have decided to take a vow to fight against what you perceive as injustice through any means necessary, bending laws to your own fruition and taking matter in your own hands when the law fails the common folk.
Hardened resilience
Due to your prior experiences with injustice and your training, you have advantage on WIS saving throws against being frightened and advantage on investigation ane History checks involving crime or injustice.
Hardened strikes
Your hands have been hardened and trained to resist pain when striking without a weapon and trained to hit harder than before letting your unarmed strikes deal 1d6+STR modifier bludgeoning damage.
Advanced Maneuvers
Your base speed increases by 10ft and you can take the dodge action as a bonus action twice per long rest.
Strike their hearts
Two times per long rest, as a bonus action you have the ability to force a DC 15 WIS saving throw on a 1-3 hostile creatures of your choice, if they fail they become frightened of you for 1-2 rounds (roll a D4: odds=1 round, evens=2 rounds) and they must use all their movement to get away from you and are unable to attack you or any ally within 5ft of you. You also gain advantage in intimidation checks.
Unmask the Truth
You also gain advantage on insight checks to determine if someone is lying or not or to determine their alignment. You also can cast zone of truth 3 times per long rest with a spell save DC of 15.
Unending vow
Once per long rest, If an attack will take you down to or below 0 Hitpoints, you have the ability to make a DC13 CON check to survive with 1 Hitpoint.
This changes at level 18 to let you have the ability to use this two times per long rest.
Toughened Body
Your body has taken so much damage over The corse of your life that you have grown resistant Bludgeoning, Piercing, and Slashing damage from Nonmagical attacks. You also gain a unarmored AC of 17 that can be stacked with a shield.
Home Advantage
If you have stayed within an city or town for over a combined total of 3 weeks, you gain a +10 bonus on investigation or history checks when tracking down or finding a target, a +10 bonus on stealth checks when hiding/sneaking around the area, a +5 bonus in any CHA related checks when talking to a resident of the area, and a extra 1d8 damage when using improvised weapons you get from the area.
Known Visage
You have become a well known vigilante across the lands to the point where local law enforcement or guard will not interfere or intervene with your matters and may even assist you in your matters (within reason). And upon seeing you any hostile creature or local criminal/gang must pass a DC18 WIS saving throw or be frightened by you for 1 minute and must use all their movement and bonus actions to get away from you and they are unable to attack you or any Allie’s within 5ft of you. (CR10 and higher creatures have advantage on this throw, CR15 and higher are immune).
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