Fighter
Base Class: Fighter

Whatever your belief, the ultimate sacrifice is your self. You use every last breath you can master and fight until you can't fight any more. Your enemies' hatred feeds your undying flame. To fight is to breath, in war you are alive. For god, for king, for glory. If you are not dead, you fight!

A shield hides your face. A shield hides the enemy from your eyes. You do not cower behind any kind of cover. Let their hatred meet your body. You shall accept it as a gift and as generous as you are, return it right back!

Since this sub class requires you to completely dedicate yourself to this style, you can no longer multiclass and you cannot take this path if you have any other class.

Uncowering Resolve

You are willing to bleed for your beliefs and so will not cower behind a shield. You specialize in fighting as long as possible while looking your enemies in their eyes, so when you choose this archetype at 3rd level, you lose your proficiency with the shield but in response whenever you use your second wind ability, you heal for max possible for your current level.

Soul Feeding

The more you attack the more it feeds the void in your soul. Your wounds might not heal but it will keep you standing just so you can hit them some more. The more they bleed the taller you stand!

At 3rd you gain the following benefits:

  • Any time you deal a critical strike to a hostile creature with a melee attack you gain the amount in temporary Hit Points.
  • During your action surge, any damage dealt to a hostile creature with a melee attack, is gained in temporary Hit Points once the action surge ends.

The Gift of Hatred

Strongest enemy spotted. The weaklings are only there to gift you their hatred. Like a starving beast you zone to your target and can only see that enemy.  Your feet take flight as you dash to devour that target.  Anyone and everyone is there to cheer you on in your race. Their hatred, your applause. For each time they try to strike you, that many times the returned gift will be enlarged. Take their hatred, reach the one that matters and give him your gift in return.

Starting at 7th level, once per short rest, you can expend your bonus action to activate this ability. When activated you get the following benefits:

  • Your movement is doubled.
  • For every attack (both successful and failed) you take from a hostile creature until you successfully attack your target, add 1d10 to that attack.
  • You gain temporary Hit Points equal to the damage dealt from this attack.

You also gain the following limitations:

  • You cannot perform Action Surge attacks after activating this ability for the rest of your turn.
  • Can only be activated if you plan to move in the shortest path to any target enemy, reach that enemy and attack with a melee attack. If you can't mathematically reach your target after you would have activated the ability, you can't activate it.
  • If a creature causes you to stop, you can use this ability's attack on that creature.

Unstoppable Fighting Spirit

Cowards that are afraid of your sword will try and stop you from swinging it. But you are not done yet. Not while they are standing. Your spirit holds strong. Their blood will guide you.

Starting at 10th level, if any effect, spell or ability would cause you to stop fighting your enemies and requires a save or check, you get advantage on that save or check.

('Enemies' is specified, as in, any spell that would make you attack your allies instead of your enemies, is a spell that falls in the category above)

('Enemies' can also mean new enemies, illusion spells that have you attack them, do not fall in the above category, as you would still be fighting your enemies)

Improved Critical

Starting at 15th level, your melee attacks score a critical hit on a roll of 19 or 20.

Last Man Standing

As long as your body holds your spirit will not waver. Each strike, a reason to keep standing. You will be the Last Man Standing.

Starting at 18th level, each time you deal damage with a melee strike, you can gain that much in temporary Hit Points. As each attack is a different instance, normal temporary Hit Point rules apply and you will overwrite any existing temporary Hit Points if you decide to gain the new ones.

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