Fighter
Base Class: Fighter

Fighters of the Blades of the Veil are elite demon hunters trained to master specialized combat techniques known as Veil Styles. Drawing power from their disciplined connection to the Veil, the mystical boundary between life and death, these warriors employ elemental energy and martial prowess to defeat powerful foes. They learn to channel their breath, hone their reflexes, and unleash devastating techniques to turn the tide of battle.

Level 3: Veilsteel Weapon

Your training includes forging and mastering a Veilsteel weapon, a blade imbued with the mystical energy of the Veil to combat supernatural foes.

  • Magic Weapon: Your Veilsteel weapon counts as magical for overcoming resistance and immunity to nonmagical damage.
  • Weapon Bonding: You choose one weapon to become your Veilsteel weapon during a long rest. This weapon remains your Veilsteel weapon until you bond with another.

Level 3: Veil Techniques

At 3rd level, you gain access to a repertoire of combat techniques that mimic breathing styles. These techniques allow you to infuse your attacks with elemental energy or execute enhanced martial abilities.

  • Veil Techniques: You gain two techniques of your choice. You learn additional techniques at 7th, 10th, and 15th levels.
  • Using Techniques: You can use a Veil Technique by expending a Veil Point. The number of Veil Points you have equals your proficiency bonus. You regain all expended Veil Points when you finish a short or long rest. 
Aqua Riposte

As a reaction when attacked, counter with a fluid strike. If the attack misses, deal 2d6 cold damage and reduce the target's speed by 10 feet until the end of their next turn.

Blazing Spiral

Spinning attack within 10 feet. Deals 2d6 fire damage and creates difficult terrain until next turn.

Blinding Ember

Throw a burst of embers at a target within 30 feet. The target must succeed on a Constitution saving throw or be blinded until the end of your next turn.

Crimson Tide

Sweep your blade in a wide arc, striking all creatures within 10 feet. Each creature must make a Dexterity saving throw or take 2d6 slashing damage. You and allies within the radius gain temporary hit points equal to your Fighter level.

Echoing Strike

Strike a target, and the energy of your blow reverberates outward. One ally within 10 feet can make a weapon attack against the same target as a reaction.

Elemental Surge

Channel the energy of the Veil into an ally. As a bonus action, choose a creature within 30 feet. Their next weapon attack deals an additional 1d6 damage of your choice (fire, cold, lightning, or slashing).

Ethereal Step

Teleport up to 30 feet. Move through creatures’ spaces and avoid opportunity attacks until the end of your turn.

Flame Strike

Unleash a fiery slash that deals 2d8 fire damage and ignites the target. The target takes 1d6 fire damage at the start of its turns for 1 minute or until extinguished.

Flickering Step

As a bonus action, teleport 10 feet before or after making a melee attack. This movement does not provoke opportunity attacks.

Frosted Path

Coat the ground within a 10-foot radius in ice. Creatures in the area must succeed on a Dexterity saving throw or fall prone. The area remains icy until the start of your next turn, and creatures moving through it must spend 2 feet of movement for every 1 foot traveled.

Gale's Evasion

When a creature makes an attack roll against you, use your reaction to summon a gust of wind, imposing disadvantage on the attack roll. If the attack misses, you can move up to 10 feet without provoking opportunity attacks.

Gravitational Pull

Target a creature within 30 feet. They must succeed on a Strength saving throw or be pulled 15 feet closer to you and take 2d6 force damage.

Harmony of the Veil

As an action, imbue yourself and nearby allies with Veil energy. You and all creatures of your choice within 10 feet gain advantage on saving throws against spells and magical effects until the start of your next turn.

Luminous Shield

Create a shimmering barrier of light around you or an ally within 30 feet. The shield grants resistance to one damage type of your choice until the start of your next turn.

Phantom Blade

Ranged attack within 30 feet, 2d6 psychic damage. Target suffers disadvantage on Wisdom saving throws for 1 turn.

Quaking Leap

Leap into the air and land with a thunderous impact. Creatures within 15 feet of your landing point must succeed on a Strength saving throw or take 2d6 bludgeoning damage and be pushed 10 feet away.

Seismic Stomp

Stomp the ground with elemental force. All creatures within a 10-foot radius must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage. The area becomes difficult terrain until the end of your next turn.

Shifting Mirage

Create illusory duplicates of yourself until the start of your next turn. Attackers must roll a Wisdom saving throw or target a duplicate instead of you. The duplicates vanish after absorbing one attack.

Shockwave Assault

Strike the ground with elemental force, creating a 20-foot cone. Each creature in the area must make a Strength saving throw or take 2d6 damage of your choice (fire, cold, or lightning) and be pushed 5 feet away.

Snow Shroud

Call forth a light flurry of snow to obscure the battlefield. As an action, choose a point within 30 feet. The area within a 10-foot radius becomes lightly obscured until the start of your next turn. Creatures in the area must succeed on a Dexterity saving throw or have their speed reduced by 10 feet until the end of their next turn.

Thunder Dash

Dash up to 20 feet before making a melee weapon attack. Your movement does not provoke opportunity attacks, and the attack deals 2d6 lightning damage.

Veil's Shelter

As a reaction, create a protective barrier granting temporary hit points (1d10 + Fighter level) to yourself or an ally within 30 feet.

Veil's Whispers

Reach into the Veil for guidance. You gain advantage on a Wisdom (Perception) or Intelligence (Investigation) check made before the end of your turn.

Wind Slash

Ranged attack within 30 feet. Target makes a Dexterity save or takes 2d6 slashing damage.

Level 7: Unyielding Spirit

Your connection to the Veil strengthens your resolve, granting you greater resilience:

  • Indomitable Will: You gain advantage on saving throws against being frightened or charmed.
  • Second Wind Enhancement: When you use your Second Wind feature, you also gain temporary hit points equal to your Fighter level.

Level 10: Advanced Veil Techniques

Your mastery of Veil Styles allows you to enhance your techniques. Choose two Veil Techniques you know. These techniques now have Advanced Versions:

  • Aqua Riposte (Advanced): As a reaction when attacked, counter with a fluid strike. If the attack misses, deal 2d6 cold damage and reduce the target's speed by 20 feet until the end of their next turn.
  • Blazing Spiral (Advanced): Perform a spinning attack wreathed in flames. Each creature within 10 feet must make a Dexterity saving throw or take 3d6 fire damage. The area is engulfed in flames, creating difficult terrain until the start of your next turn.
  • Blinding Ember (Advanced): Throw a burst of embers at a target within 30 feet. The target must succeed on a Constitution saving throw or be blinded until the end of your next turn and take 2d6 fire damage.
  • Crimson Tide (Advanced): Sweep your blade in a wide arc, striking all creatures within 10 feet. Each creature must make a Dexterity saving throw or take 3d6 slashing damage. You and allies within the radius gain temporary hit points equal to twice your Fighter level.
  • Echoing Strike (Advanced): Strike a target, and the energy of your blow reverberates outward. Two allies within 10 feet can each make a weapon attack against the same target as a reaction.
  • Elemental Surge (Advanced): Channel the energy of the Veil into an ally. As a bonus action, choose a creature within 30 feet. Their next weapon attack deals an additional 2d6 damage of your choice (fire, cold, lightning, or slashing).
  • Ethereal Step (Advanced): Use the power of the Veil to turn partially intangible. As a bonus action, teleport up to 60 feet to an unoccupied space you can see. Until the end of your turn, you can move through creatures' spaces without provoking opportunity attacks, and gain resistance to all damage.
  • Flame Strike (Advanced): Deal 3d8 fire damage and ignite the target. The target takes 2d6 fire damage at the start of each turn for 1 minute or until they use an action to extinguish the flames.
  • Flickering Step (Advanced): As a bonus action, teleport up to 20 feet before or after making a melee attack. This movement does not provoke opportunity attacks, and you gain advantage on the next attack you make this turn.
  • Frosted Path (Advanced): Coat the ground within a 10-foot radius in ice. Creatures in the area must succeed on a Dexterity saving throw or fall prone. The icy terrain lasts until the end of your next turn, requiring 3 feet of movement for every 1 foot traveled.
  • Gale's Evasion (Advanced): When a creature makes an attack roll against you, use your reaction to summon a gust of wind, imposing disadvantage on the attack roll. If the attack misses, you can move up to 20 feet without provoking opportunity attacks.
  • Gravitational Pull (Advanced): Target a creature within 30 feet. They must succeed on a Strength saving throw or be pulled 20 feet closer to you and take 3d6 force damage.
  • Harmony of the Veil (Advanced): As an action, imbue yourself and nearby allies with Veil energy. You and all creatures of your choice within 15 feet gain advantage on saving throws against spells and magical effects until the start of your next turn.
  • Luminous Shield (Advanced): Create a shimmering barrier of light around you or an ally within 30 feet. The shield grants resistance to two damage types of your choice until the start of your next turn.
  • Phantom Blade (Advanced): Unleash an ethereal blade that strikes a target within 30 feet. The attack deals 3d6 psychic damage, and the target has disadvantage on all saving throws until the end of your next turn.
  • Quaking Leap (Advanced): Leap into the air and land with a thunderous impact. Creatures within 20 feet of your landing point must succeed on a Strength saving throw or take 3d6 bludgeoning damage and be pushed 15 feet away.
  • Seismic Stomp (Advanced): Stomp the ground with elemental force. All creatures within a 15-foot radius must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage. The area becomes difficult terrain and inflicts 1d6 damage on creatures that enter or move within it until the end of your next turn.
  • Shifting Mirage (Advanced): Create illusory duplicates of yourself until the start of your next turn. Attackers must roll a Wisdom saving throw or target a duplicate instead of you. The duplicates vanish only after absorbing two attacks.
  • Shockwave Assault (Advanced): Strike the ground with elemental force, creating a 30-foot cone. Each creature in the area must make a Strength saving throw or take 3d6 damage of your choice (fire, cold, or lightning) and be pushed 10 feet away.
  • Thunder Dash (Advanced): Dash up to 30 feet before making a melee weapon attack. Your movement does not provoke opportunity attacks, and the attack deals an additional 3d6 lightning damage.
  • Veil's Shelter (Advanced): As a reaction, create a protective barrier around yourself or an ally within 30 feet. The barrier grants temporary hit points equal to 1d10 + twice your Fighter level and resistance to one damage type until the start of your next turn.

  • Veil's Whispers (Advanced): Reach into the Veil for guidance. You gain advantage on two Wisdom (Perception) or Intelligence (Investigation) checks made before the end of your turn.
  • Wind Slash (Advanced): Increase the range to 60 feet, and the attack deals an additional 3d6 slashing damage.
  • Snow Shroud (Advanced): Summon a swirling vortex of snow and ice to obscure the battlefield. As an action, choose a point within 30 feet. The area within a 10-foot radius becomes heavily obscured and difficult terrain until the start of your next turn. Creatures that start their turn in the area take 1d6 cold damage. Allies within the shroud gain resistance to fire damage until they leave the area.

Level 15: Breath of the Veil

At 15th level, your connection to the Veil reaches its peak, allowing you to enter a state of heightened focus. As a bonus action, activate Breath of the Veil for 1 minute. While in this state, you gain the following benefits:

  • Regain 1 Veil Point at the start of each of your turns.
  • Resistance to bludgeoning, piercing, and slashing damage.
  • Critical hits with your Veilsteel weapon on rolls of 19 or 20.

Once you use this feature, you can’t use it again until you finish a long rest.

Level 18: Veil Breaker

At 18th level, you master the ultimate technique of your Veil Style. As an action, expend all your remaining Veil Points to perform a devastating attack. Each creature of your choice within a 30-foot radius must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier).

On a failed save, creatures take damage equal to:
6d10 + your Fighter level (damage type matches one of your known Veil Techniques).
On a successful save, targets take half damage.

This technique exemplifies your mastery of the Veil and solidifies your status as a legendary demon hunter.

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