Fighter
Base Class: Fighter

A warrior that was gifted knowledge of arts of war lost to time.

Remembrance of the Lost Arts

When you choose this archetype at 3rd level, you learn Lost Arts that are powered by your Arts Dice.

Lost Arts. You learn 3 base Arts at 3rd level, which require Arts Dice to use. Lost Arts channel the power of combat styles lost to time to enhance your fighting and give you weapons made of light. You may have gained this power from a god, studies of the mystical and magical arts, or any other way.

Your arts improve at 7th level, and 10th, and finally 15th level.

Arts Dice. You have four arts dice, which start as d8s. A arts die is expended when you use it. You regain all of your expended arts dice when you finish a short or long rest.

Your dice increase to a d10 at 7th level, and to a d12 at 15th level. You gain another arts die at 10th level and one more at 18th level.

Saving Throws. Some of your arts require your target to make a saving throw to resist the art’s effects. The saving throw DC is calculated as follows:

Arts save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Lost Arts

At 3rd level, you learn three arts, mirroring the aspects of forgotten fighting styles. You can expend an arts die to assume any of these forms on your turn or at any point. When you switch arts immediately switch weapons and perform the special action.

Art of the Gladiator: You assume the form of a glorious gladiator, and your light takes the form of two weapons you can dual-wield. When you assume this form, you can take a dash action as a free action and add your arts die to the distance moved.

Art of the Sentinel: You may use a free action to assume the form of a mighty crusader, and your light takes the form of a one-handed weapon and shield. When you assume this form, you may take a free shove action and add your arts die to the athletics check.

Art of the Crusader: You assume the form of a righteous crusader, and your light takes the form of a two-handed weapon. When you switch to this form, you use your attack action to make an attack against every target within weapon reach of you and add your arts die to the damage roll. If you make multiple attacks, this attack only replaces one of these attacks.

At 7th level, you gain a bonus to each of the arts that is in effect until you switch arts.

At 10th level, you can choose one upgrade for each art.

At 15th level, you can choose one upgrade for one art.

Lost Arts Improvement

At 7th level, your arts gain a bonus that lasts for the duration you are in the form.

Art of the Gladiator: When you are in melee combat with one opponent by yourself, you gain a +1 bonus to your AC.

Art of the Sentinel: When you make a shove action, you can choose to deal bludgeoning damage equal to your strength modifier.

Art of the Crusader: When you are engaged with 3 or more people in melee, you gain a +2 damage bonus to melee attacks.

 

Magical Arsenal

All of your light weapons are considered magical and +1.

Gladiator Art Improvement

When you reach 10th level, you choose an improvement for each of your arts.

Art of the Assassin

When you switch to your art of the gladiator, you gain all the benefits of that form in addition to these. While in this form, if you hit your bonus action attack, your next attack has advantage. You can only do this once per turn.

Art of the Berserker

When you switch to your art of the gladiator, you gain all the benefits of that form in addition to these. While in this form, you may choose to add half your strength modifier(rounding down) to melee attack damage to your attacks that turn, but all attacks against you have advantage until the start of your next turn.

Sentinel Arts Improvement

When you reach 10th level, you choose an improvement for each of your arts.

Art of the Centurion

When you switch to your art of the sentinel, you gain all the benefits of that form in addition to these. While in this form, you can use your bonus action on each of your turns to allow one allied creature within 30ft. of you to make a Dash or Disengage action.

Art of the Hoplite

When you switch to your art of the sentinel, you gain all the benefits of that form in addition to these. While in this form, if you do not move on your turn you gain a bonus to your AC equal to half your proficiency bonus until the start of your next turn.

Crusader Art Improvement

When you reach 10th level, you choose an improvement for each of your arts.

Art of the Champion

When you switch to your art of the crusader, you gain all the benefits of that form in addition to these. While in this form, you gain a +2 bonus to your AC after successfully damaging and enemy until the start of you next turn.

Art of the Conqueror

When you switch to your art of the crusader, you gain all the benefits of that form in addition to these. While in this form, when you hit a creature with an attack you can use your bonus action to shove the creature 10ft.

Knowledge of the Lost

Starting at 10th level, your mastery of the arts has given you a glimpse into the work of the artisans that aided the warriors, allowing you to channel there mastery of handicraft into spectral tools. You can expend a Arts Charge to magically create one artisan’s tool you are proficient with. This tool lasts for 10 minutes, or until you use this feature to create another artisan’s tool. In addition you gain proficiency with three artisan’s tools of your choice.

Legendary Arts

 

When you reach 15th level, you choose one of the three forms to master, gaining the ability to transform into an advanced version of that art. Once you do this, you must wait until you take a long rest to transform into this art again.

Mastery of the Chained One

When you switch to your art of the gladiator, you gain all the benefits of that form in addition to these. While in this form, you can replace one of your attacks with a chain weapon attack. You can do this once per attack action.

Mastery of the Guardian Angel

When you switch to your art of the crusader, you gain all the benefits of that form in addition to these. While in this form, ranged weapon and spell attacks have disadvantage to you and all allied creatures within 20ft. of you, as golden light starts to dissolve them.

Mastery of the Royal Knight

When you switch to your art of the sentinel, you gain all the benefits of that form in addition to these. While in this form, your light can take form of a lance and shield, and you summon a spectral war horse to ride. When the horse is summoned you automatically mount it, and it is friendly to you and your allies. If the horse dies, it disappears leaving nothing behind, then your lance is replaced with a one-handed weapon of your choice.

Improved Magical Arsenal

When you reach 15th level, you gain the ability to channel magical weapons into you light weapons. All light weapons are considered magical and +2. While in possession of a magical item, you can mimic the effect of that weapon onto your light weapons. You can only do this for one weapon at a time. This bonus will extend to all weapons of that type unless it is specific to that item, for example all swords will now have the vorpal effect and +3.

Master of the Arts

When you roll initiative and you have to arts charges, you regain one arts charge.

Previous Versions

Name Date Modified Views Adds Version Actions
11/23/2023 2:48:06 PM
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