Fighter
Base Class: Fighter

Dads of all races can be as gentle as a butterfly or as vicious as a swarm of bees. With strength and wisdom, dads will protect those he loves armed with unique magic and a sword engraved with "World's Best Dad" on the handle. This special magic is handled down from his dad and his dad before. Dads use their voice to inspire the ones around them and assault their enemies. If words are not enough, a dad will not hesitate to kick some butt. You do not need to have biological children to be a dad. You simply regard everyone in your party as family.

"World's Best Dad" Longsword

This longsword, with the words "World's Best Dad" engraved onto the hilt, can be one of the dadliest weapons in the universe when wielded by a dad. This longsword is infused with ancient magic and is considered an artisan's tools, therefore you are proficient adding your proficiency bonus on hit and damage rolls.

Cargo Shorts

Drab and years out of style, these pants can hold up to 70 lbs. of miscellaneous items while weighing 25% of the load carried in them. It takes one action to find anything stored in the pants. If these pants are worn by any other class, they will rip and fall off.

Dad Bod

Starting at 3rd level, while you are wearing no armor and dressed in a Hawaiian shirt with socks and sandals, you AC equals 10 + your Constitution modifier + your Wisdom modifier.

Dad Jokes

See the Vicious Mockery Cantrip. Your Laffy Taffy quality jokes and bad puns cause psychic damage. You may perform this action a number of times equal to your Wisdom modifier per long rest. The saving throw DC is calculated as follows:

Dad save DC = 8 + your proficiency bonus + your Wisdom modifier

Jack of All Trades

At 3rd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Smite

At 2nd level, when you hit a creature with a melee weapon attack, you deal force damage to the target, in addition to the weapon's damage. You can do this once per turn a number of times equal to your Wisdom modifier per long rest. The extra damage is 2d8 at 2nd level, 3d8 at 5th level and maxing at 5d8 at 8th level.
When you use your smite, you can choose from one of these additional options:
Move 2nd Level (Cost 1d8)
The target must make a strength saving throw against your DC or be pushed 10 feet away from you and the next attack on this target is made with advantage.
Blinding 5th Level (Cost 2d8)
The target must make a Constitution saving throw against your DC or be Blinded until the start of you next turn.
Banishing 8th Level (Cost 3d8)
The target must succeed on a Charisma saving throw against you DC or be transported to a harmless demi-plane. A target with more than 50 hit points remaining reappears at the start of your next turn in the space it left or the nearest unoccupied space if that space is occupied.
  

Pull My Finger

Beginning at level 7, you can create a 5 foot radius sphere of nauseating gas centered on you. The invisible cloud lingers in the air for one minute. Each creature in the effected area must make a Constitution saving throw against your dad save DC. On a failed save, the creature spends its action that turn retching and reeling (disadvantage on attack rolls). Creatures rolls a saving throw each round which will end the effects on a successful save. Creatures that do not need to breathe automatically succeed on the saving throw. A moderate wind disperses the stink after 4 rounds. A strong wind disperses it after one round. People will not automatically assume you released this stink cloud.

Senior Discount

Starting at level 10, you gain a discount of d20+10% on drinks, food, entrance fees, and common items, weapons, armor, but not magic items.

Archetype Features

Grandpa

Who's a Good Boy?

When you reach level 10, you start to seek for animal companionship at your old age. You may select any creature from the Monster Manual's Appendix A to be your pet, provided it has a CR of 3 or less. This creature will obey you (but only you); it cannot be persuaded through any means to betray you, not even through effects like being charmed or frightened.

Spells from the Cleric Spell list

Dad      Spells        1        2        3        4
Levels  Known
10            4             2
11            4             3
12            6             3        1
13            6             3        2        
14            6             3        2        1
15            6             3        3        1
16            6             4        3        2
17            7             4        3        2         1
18            7             4        4        2         1
19            8             4        4        3         1
20            8             4        4        3         2

 

Grumpy Old Man

Wise Weapon Master

Starting when you choose this class option at 10th level, you add your wisdom modifier to the damage with your longsword. Also, your smites come back on a short rest.

Archetype Features

Grandpa

Candy Dish

At 15th level, you can use your bonus action to make a candy. A creature can use its action to eat a piece of candy which grants 3d8 (14) + your Wisdom modifier of temporary hit points. Up to five candies can be made each day. If they are not used within 24 hours, they lose their potency. A creature can eat one piece of candy per 24 hours. The temporary hit points increases at 18th level (4d8 (18) + Wisdom modifier).

Grumpy Old Man

Stink Eye

When you reach 15th level, you can give your opponents the stink eye. All opponents within 30 feet that can see you must make a Wisdom saving throw against your dad save DC. On a failed save, their initiative is at a -5, and each opponent has disadvantage on its next attack against you or your allies. You can use this once per long rest.

Tough Skin

At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage.

Archetype Features

Grandpa/Grumpy Old Man

Master Artisan

When you reach level 18, your practice in random hobbies has begin to bear fruit. You may select two different bonuses from the following list to increase your character's dad-ly skill:

  • Increase any ability score by 2 or two by 1 (max of 22)
  • Become proficient in two skill and expertise in one skill
  • Greater Mending at will
  • Two times per week you know a piece of information thought to be useless but somehow is important. DM discretion.
  • Increase your maximum hit points by 2 per dad level
  • Increase your walking, swimming, flying or climbing speed by 10 feet
  • Add 1d4 to the damage of any one weapon or spell
  • Add 2 to your armor class
Dad Image

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