Fighter
Base Class: Fighter

The reforged at those who have been broken down and pieced themselves together. A long, imperfect process of slowly regenerating both their mind and soul until they are once more whole. They excel in one character, staying alive, and will do everything in their power to, no matter the outcome of a battle. 

Creatures with lives that have long been lost to the past, creatures that have a goal too large, too important that they simply must go on no matter what. 

Important notice: I am not the original creator of this subclass, I'm merely using the original as inspiration and retooling it for my own personal use. Any and all credit for this does not belong to me.

Welder's Prowess

At the 3rd level, you have unlocked the innate ability to heal yourself in a way most could, recover the pieces knocked over and weld them to you once more. This is done using regeneration die, what are d6s that are numbered equal to two times your proficiency bonus and can be used for the abilities listed below. 

Whenever you use the second wind ability, you regain one expended Regeneration die, which can also be recovered after a long rest. When you reach certain level, the value of your regeneration die increase: 5th level (d8), 11th level (d10), 17th level (d12)

Recover, As a bonus action, you may expend one Regeneration die, rolling it and gaining hit points equal to the number rolled plus your constitution modifier ( minimum of one )

Endure, As a reaction to whenever you take damage, you may expand two Regeneration die to give yourself resistance to one of the types of damage until the start of your next turn 

Overcome, When you fail a Strength or Dexterity check or saving throw, you may expand one die, rolling it and adding it the check. If it fails, you still lose the die.

The Fragment of Sacrifice

At the 3rd level, you may sacrifice a 1d6 roll of your hitpoints in the form of a bonus action in order to imbue your weapon with blood magic, making its following attacks have a bonus attack value of whatever number was rolled. This ability can only be used once before needing to take a short rest.

At the 7th level, the attack bonus is your roll plus your constitution modifier, while the HP drain remains the same. 

Passive Reforge

At the beginning of the seventh level, you are able to retrieve fragments lost to the tide of battle. If you have less than your hitpoint maximum, you may sacrifice 3 Regeneration die as an action.

At the beginning of each of your subsequent turns, you may roll one of your regeneration die and gain hit points depending on the results, which will cease until you have more than half your hitpoint maximum or are reduced to zero hitpoints.

Secondarily, after a long rest, any lost limb that isn't vital to survival can be regenerated.

Gradual Mending

At the 10th level, if you are reduced to zero hitpoints, you may expend a Regeneration die in order to gain a number of hitpoints equal to the number rolled plus your constitution modifier ( minimum of 1 ). This feature can only be used once, and can only be regained after a long rest.

Reinforced

At the 15th level, it becomes even harder for you to die. You have the advantage on death and constitution throws so long as you posses a Regeneration die. 

The Unbreakable Mirror

At the 18th level, you stop aging and gain the ability to return to life after death. When you die, if your head is not cut off or your body destroyed, return to life after 1d10 days with 1 hitpoint, half your Regeneration die and 2 levels of exhaustion. After you return to life this way, if you die within a month, this feature will not reactivate. 

Previous Versions

Name Date Modified Views Adds Version Actions
12/18/2024 1:39:14 PM
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2014 Core Rules
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12/20/2024 8:48:42 PM
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Improved 2014
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1/6/2025 3:19:06 PM
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Version 2
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