Fighter
Base Class: Fighter

The famous mercenary company in Ank'Harel called the Scarbearers have a branch of all-female warriors known as the Fan Warriors. They specialize in the mastery of fan-based combat and are more well-educated than the usual Scarbearers. In order to protect they believe that it is equally important to look the part. To this end, they learn and act as fellow members of the upper class and are well-versed in high class decorum. In their specialized training, they have learned many different kinds of dances of elegance to pair with their fans. These dances provide the warriors with different ways to protect allies and dispatch foes.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Deception, History, Performance, Persuasion, or Insight.

Art of the Fan

Starting when you choose this archetype at 3rd level, your special martial arts training leads you to master the use of war fans. You gain the following benefits:

War Fan Precision. You can roll one additional weapon damage die when you hit with a war fan. 

Improvised Shield. If you are not wearing heavy armor, not wielding a shield, and are holding an open war fan in both hands, you can use them to defend yourself. You gain a +2 bonus to AC and Dexterity saving throws until the start of your next turn if you aren’t incapacitated.

War fans are reimagined using the Dagger properties (finesse, light, thrown, and range 20/60). War fans deal 1d4 slashing damage when opened and 1d4 bludgeoning damage when closed. They can also be thrown while closed to deal 1d4 bludgeoning damage. In addition, war fans can be opened or closed once per turn as a free item interaction. When you draw them as a weapon you may decide to draw them open on closed.

Protector's Poise

When you choose this archetype at 3rd level, you learn fan dances that are fueled by special dice called focus dice.

Fan Dances. You learn three fan dances of your choice, which are detailed under “Fan Dances” below. Many fan dances enhance an attack in some way. You can use only one fan dance per attack and you cannot wear heavy armor, or wield a shield to perform the fan dances. 

You learn one additional fan dance of your choice at 7th, 10th, and 15th level. Each time you learn a new fan dance, you can also replace one fan dance you know with a different one.

Focus Dice. You have four focus dice, which are d8s. A focus die is expended when you use it. You regain all of your expended focus dice when you finish a short or long rest.

You gain another focus die at 7th level and one more at 15th level.

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

Fan Dance save DC = 8 + your proficiency bonus + your Dexterity modifier.

Fan Dances

These fan dances are presented in alphabetical order.

Box Step

When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one focus die and make one attack against the creature, using that weapon. If the attack hits, add the focus die to the weapon’s damage roll.

Break a Leg

When you hit a creature with a weapon attack, you can expend one focus die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Center Stage

When you hit a creature with a weapon attack, you can expend one focus die to attempt to provoke the target into attacking you. You add the focus die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Dazzle

When you hit a creature with a weapon attack, you can expend one focus die to attempt to daze the target, forcing it into a state of unbalance. You add the focus die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom saving throws and it cannot take reactions until the end of your next turn.

Disarming Flourish

When you hit a creature with a weapon attack, you can expend one focus die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the focus die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Enthrall

When you hit a creature with a weapon attack, you can expend one focus die to enthrall the creature, giving your allies an opening. You add the focus die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork

When you move, you can expend one focus die, rolling the die and adding the number rolled to your AC until you stop moving.

Feather Step

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one focus die and add the die to the roll, provided you aren’t incapacitated.

Feint

You can expend one focus die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the focus die to the attack’s damage roll.

Pivot

When you’re within 5 feet of a creature on your turn, you can expend one focus die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.

Roll the focus die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Precise Step

When you make a weapon attack roll against a creature, you can expend one focus die to add it to the roll. You can use this fan dance before or after making the attack roll, but before any effects of the attack are applied.

Repel

When you hit a creature with a weapon attack, you can expend one focus die to attempt to repel the target back. You add the focus die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Retaliate

When a creature misses you with a melee attack, you can use your reaction and expend one focus die to make a melee weapon attack against the creature. If you hit, you add the focus die to the attack’s damage roll.

Reversal

When a creature misses you with a melee attack roll, you can expend one focus die as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you, adding the superiority die to the attack’s damage roll.

Stage Presence

 When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one focus die and add the focus die to the ability check.

Technical Mind

When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one focus die and add the focus die to the ability check.

Flash Stance

When you reach 7th level, you can increase your walking speed increases by 10 ft. and sometimes react to multiple threats by taking an additional reaction before the start of your next turn. You can use this feature a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Poise and Tact

At 10th level, your focus dice turn into d10s and you add your proficiency bonus to your initiative.

Ride the Wind

Starting at 15th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your fighter level.

Whirling Dervish

At 18th level, your flurry of precise attacks make you are difficult to strike. If you successfully hit with 3 attack rolls on your turn, you benefit from the dodge action until the start of your next turn.

Previous Versions

Name Date Modified Views Adds Version Actions
12/26/2023 4:01:09 PM
0
0
--
Coming Soon
12/27/2023 4:36:15 AM
4
0
1.1
Coming Soon
12/27/2023 8:58:24 AM
22
0
1.2
Coming Soon
12/27/2023 9:04:33 AM
15
0
1.3
Coming Soon
12/29/2023 4:39:55 AM
22
0
1.31
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes