Base Class: Fighter
To be a brave is not just an occupation but a title. It is irrelevant to a Brave whether they are outgunned or outmanned, their cunning guerrilla tactics and rapid attack speed will more than make up for any short comings. In our world, a brave is what the native American warriors of the past were called, but now in this world, the title befits anyone who battles with their tactics. Braves often times places great value in the speed and veracity of their attacks as the faster their foes die, the better it is for them. While many use steeds and other tools for hit and run tactics, some stand strong and steadfast, placing themselves right in the heart of battle
War paint
You wear war paint that grants you powers in and out of combat, the colours and placement vary but each design has one of the chosen symbols below, each granting a different and unique ability. After each long rest, you can choose to replace your current design with another and at later levels, you can wear multiple designs
Note: Not all of these symbols are real and the meanings for each real symbol may be augmented for players to better recognize their effects such as the lightning bolt now being tied to speed.
Eye of the Medicine Man
When you are healed by an ally, an item, ability, or short rest, you gain an additional 1d8 healing
Mother Earth
You gain the ability to cast certain spells: speak with animals, misty step, speak with plants, goodberry, and spare the dying. you can cast up to five spells a long rest, regardless of what spells you choose from this list
The Dream Catcher
You gain advantage against spells that require you to make a wisdom or charisma saving throw
The Eagle
You gain a fly speed equal to half your walking speed
The Handprint
During the first round of your first combat after a long rest, you gain advantage on all attack rolls
The lightning bolt
You gain an addition 20ft to your walking speed
The Star
Limited features and abilities that normally return after a short rest, now return five minutes after they have last been used
The Turtle
As a reaction, you temporarily increase your AC by number equal to your proficiency bonus for 12 seconds (two rounds) once per long rest
Fury Rush
You lay down a barrage of attacks in just a moment, overwhelming your target and doing immense damage. If you take the attack action and two attacks successfully land, each subsequent attack that lands will automatically be a critical hit
Vengeful Assault
As a reaction, when you are hit by a melee attack from an enemy, you can counterattack, striking them with one melee attack in return. You can to this equal to your proficiency bonus before needing to take a long rest to do this again
The War Wheel
Many Braves value the traditional medicine wheel, but no two groups medicine wheels have the same meanings, your one is no different. In some way unique to you, the war wheel is openly visible, and can be seen moving. When in combat, at the beginning of your turn, roll 1d4, depending on the number you roll, something happens, each number/section on the wheel corresponds to a different affect or outcome which can benefit you in combat. While you cannot dictate the effects that the war wheel gives you, you can choose to have the war wheel active or not at the beginning of each turn before choosing to roll your 1d4
1: You are resistant to bludgeoning, piercing, and shashilng damage until the end of combat or the war wheel revolves to the next section/number
2: For each attack that successfully lands on a creature, you do an additional 2 damage, additionally you also add +2 to all your attack rolls
3: You can disengage as a bonus action and cannot be hit by an opportunity attack until the end of combat or the war wheel revolves to the next section/number
4: You heal yourself or a single conscious ally of your choice within 20 feet by a number equal to 8+ half your level at the end of your turn until the end of combat or the war wheel revolves to the next section/number
Elders knowledge
The knowledge of your war paint was passed on to you, and now you pass on its powers to your allies. As an action, your allies can don any two war paint symbols each, of your choosing, which vanish after they take a long rest
Previous Versions
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10/12/2024 3:30:56 AM
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3
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3
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Coming Soon
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