Fighter
Base Class: Fighter

Travelers are seekers of new skills, these warriors gain tactics and abilities from every corner of the world, their eclectic fighting styles make them unpredictable on the battle field and as they gain skill in combat they also gain knowledge, learning arts and trades from a great variety of cultures and traditions.

Gathered Skills

At 3rd level, due to your wordly experience, you choose any 2 skills to gain proficiency in, you also gain proficiency with 2 sets of artisans tools.

Borrowed Arts

At 3rd level you've studied the combat styles of warriors from across the world to such an extent you can mimic their abilities, choose one of the following borrowed art options.

At 7th level you can choose a second borrowed art, at 15th level you can choose a third.

Channel Divinity

You have learned powerful prayers from preachers and people of faith, now, once per short rest, you can, as a bonus action, speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Divine Smite

You have fought alongside oath bound champions and possess dedication that rivals theirs, you can channel this into your strikes as radiant energy. When you hit a creature with a melee weapon attack, you can deal an extra 2d8 radiant damage to the target, in addition to the weapon’s damage, the damage increases by 1d8 if the target is an undead or a fiend. You can do this a number of times equal to your proficiency bonus per short rest.

Eldritch Blast

You have made a deal with a magical being in exchange for a fraction of its power. You can now cast the Eldritch Blast cantrip at will, you use your CHA modifier for the attack roll.

Font of Magic

Though your connection to the weave is fickle, you have learned to access long dormant magic that flows through your veins. Choose a cantrip from the sorcerer spell list, you can now cast that cantrip at will, you're modifier for this cantrip is CHA.

Hunter's Mark

You have gained the unshakable focus of the deadliest hunters. You can cast the Hunter's Mark spell a number of times equal to your proficiency bonus per long rest.

Inspiration

You have spent time with entertainers and sweat talkers who taught you the power of speach, you can now use that power to inspire allies, to do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiration die, a d4. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time. You can use this a number of times equal to your proficiency bonus per short rest.

Martial Arts

You have trained with masters of martial arts from far away monasteries, because of their teachings you gain the following benefits while you are unarmed.

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.

You can add your proficiency bonus to the attack and damage rolls of your unarmed Strikes.

You can roll a d4 in place of the normal damage of your unarmed strike.

If you have a free hand, when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.

 

Rage

You have learned from barbaric warriors to channel your rage, allowing you to ignore pain and injury as they do. Once per long rest you can activate your rage, while raging you have resistance to bludgeoning, piercing and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 3 rounds. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Sneak Attack

You have lurked in the shadows with cunning thieves and silent assassins, you've learned to exploit targets weaknesses as they do. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Spellcasting

You have spent enough time studying with arcane experts to learn a simple spell. You can cast one 1st level spell from the wizard spell list, you can only cast it at 1st level. You can cast the spell a number of times equal to your proficiency bonus per long rest.

Wild Shape

You have listened to nature itself and learned from it's whispers, now you can use your action to magically assume the shape of a beast that you have seen before. The beast must be of challenge rating 1/4 or lower and it must not have a swimming speed or flying speed.

You can stay in a beast shape for 1 hour. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

 

While you are transformed, the following rules apply:

Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.

When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.

You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.

You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.

You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Practical Expertise

At 7th level you have honed your skills, you gain expertise in 3 skills or tools of your choice that you're proficient in, doubling your proficiency bonus with those skills or tools.

Wanderers Legs

At 10th level you're experience traveling quickly across all manner of terrain pays off, your walking speed is increased by 5 ft of movement, additionally, you are no longer affected by difficult terrain, your movement speed suffers no penalty when moving across it.

Quick Learner

From 15th level, if you spend a full day being trained to use a set of tools by someone who is proficient in that set of tools, you can become proficient with that set of tools.

Worldly And Well Learned

At 18th level you have gained great experience and knowledge, you now have proficiency in all intelligence and wisdom based ability checks.

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