Fighter
Base Class: Fighter

Adventurer’s Guilds are a staple of the fantasy genre. Need the Hero to go somewhere? Guild says so. Need to introduce a bunch of fellow adventurers to party up with? Guild’s got you covered. It may be as generic as your faceless companions, but that doesn’t mean it’s not just as effective!

Help Wanted!

As a bonus action, you can roll on the Party Member table and summon one of the following Party Members to assist you in battle, vanishing directly afterwards. These faceless, nameless figures enjoy walking behind you in a straight line and fold up into your pocket for easy storage during cutscenes.

Party Member save DC

Party Member Table

d4 Party Member Suggested Appearances Effect
1 Assassin Assassins are most often short, swift, knife-wielding figures of indeterminate gender. Occasionally, they will instead be a lanky figure with a bow, or rarely an orc screaming “SNEAK ATTACK!” Choose a creature within 30 feet. The target takes 1d6 piercing damage, which cannot be reduced or resisted in any way.
2 Caster Casters often take the form of an old, gruff wizard. Sometimes, they will instead take the form of a cackling witch, or more rarely a machine too advanced to make heads or tails of. Choose a point you can see within 30 feet of yourself. Creatures within 5 feet are forced to make a Dexterity save or take 2d6 force damage.
3 Healer Healers usually appear as spritely ladies who “just want to help everyone.” If you’re lucky, you might instead get a clueless himbo, or rarely a ridiculously cute critter. Choose a creature within 30 feet of yourself. The chosen creature gains temporary hit points equal to 1d10 + your Fighter level.
4 Tank Tanks are usually large, heavily armored men. They have also been known to appear as completely unarmored men who are still just as tanky, or more rarely as little girls who are just as tough. Choose a creature within 30 feet of yourself. That creature has disadvantage on its attacks until the start of your next turn.

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

A Hero Is You!

At 7th level, you learn to win over the hearts and minds of the people with poorly translated speeches. You gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in a skill of your choice.

In addition, your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.

Level Up!

Even if it doesn’t actually affect your experience points, shouting “LEVEL UP!” after every encounter seems to bolster the morale of your party members. As a bonus action, you can empower a creature within 30 feet. During its next turn, it gains an additional Action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Once you use this feature, you cannot use it again until you finish a short or long rest.

Elite Recruits

Towards the end of the game, you gain access to more powerful party members which are almost always worth kicking your old friends out of the party for. As a bonus action, you can expend two uses of your Help Wanted! feature to summon one of the Elite Party Members from the following table.

Elite Party Member Table

d4 Party Member Suggested Appearances Effect
1 The Long Lost Relative You Never Mentioned Before They look a lot like you, except like. Waaay cooler. And also they have a cool scar on their face. Why are you the leader and not them? They’d be so much better at it. Choose a creature within 60 feet. The target takes piercing damage equal to your Fighter level, which cannot be reduced or resisted in any way.
2 The Awesome Dragon That You’re Friends With Now It’s a DRAGON that’s just FOLLOWING YOU AROUND into town. Maybe don’t bring it into the town it burned down at the start of the game? That might be awkward. Choose a point you can see within 60 feet of yourself. Creatures within 20 feet are forced to make a Dexterity save or take 8d6 fire damage.
3 The Dark Lord That You Swear Is On Your Side Now They’re still floating around with dark magic and cackle every time they make a Villainous Speech, but I swear they’re good now! Four Skeletons are summoned in an unoccupied location within 60 feet. You can command them as a bonus action. They disappear after 1 minute.
4 The Mentor Who Died In A Cutscene But Somehow Lived? They’re surprisingly less dead than expected. Still just as old, though. And wise! Please it’s a compliment don’t hurt me– Your mentor gives some words of wisdom, before dying in a cutscene again. You gain a +10 bonus to the next attack roll you make.

The Power of Friendship!

Your friends are your power! Not your actual friends, I mean the Party Members that you sent off to the guild ages ago. Whenever you summon a Party Member or Elite Party Member, you gain a bonus to your attack and damage rolls equal to the number of friendly creatures within 30 feet of yourself (min: 1) until the start of your next turn.

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