Fighter
Base Class: Fighter

Named for the serpent that inspired their fighting style, the vipers of the Weald remain steadfast in their duty to defend the people.

Level 3: Blade Dice

 

When you choose this archetype at 3rd level, you learn techniques that are fueled by special dice called blade dice. Many techniques enhance an attack in some way. You can use only one technique per attack. You learn two additional techniques of your choice at 7th, 10th, and 15th level. Each time you learn new techniques , you can also replace one technique you know with a different one.

  • Techniques:. You learn four techniques . Many techniques enhance an attack in some way. You can use only one technique per attack. You learn two additional techniques of your choice at 7th, 10th, and 15th level. Each time you learn new techniques , you can also replace one technique you know with a different one. Whenever you learn a technique (including the first time), you must choose an equal number of Dual Blades and Twinblade techniques .
  • Blade Dice: You have four blade dice, which are d8s. A blade die is expended when you use it. You regain all of your expended blade dice when you finish a short or long rest. You gain another blade die at 7th level, 10th,  and one more at 15th level.
  • Saving Throws. Some of your techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:
    • Maneuver save DC = 8 + proficiency bonus + Dexterity modifier

Level 3: Student of Bernallia: Blade Stances

Blade Stances

As a free action outside of combat, or at the cost of one blade die during, you may swap stances. Each stance will change your currently adopted fighting style as well as provide a bonus to subsequent attacks after the first hit. The stances are as follows:

Dual Blade Stance:
Fighting Style: Two Weapon Fighting (add modifier to damage of bonus action attack.
Stance Effect: You focus exclusively on your target. When hitting the same target with subsequent attacks, add your proficiency bonus to attack rolls.

Twinblade Stance:
Fighting Style: Great Weapon Fighting (reroll 1s and 2s)
Stance Effect: Your swings reach wide and carry your momentum into the blow. When hitting a different target with subsequent attacks, add your proficiency bonus to damage rolls.

Level 7: Know Your Enemy

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels (if any)
  • Fighter Spellcasting of Wizard/Sorcerer or cleric class levels (if any)

Additionally, you gain another blade die (total of 5).

Once you use this feature, you can’t do so again until you finish a Short Rest. You can also restore a use of the feature by expending one Superiority Die (no action required).

Level 10: Slither

At 10th level, your blade dice turn into d10s. Additionally, you gain another blade die (total of 6).

When you leave melee range with one or more creatures, roll a dexterity saving throw. The DC for this is 10 + the number of creatures in range. You may expend a blade die and add it to the saving throw. You may do this after seeing the role prior to determining the outcome. On a success, you successfully disengage from the creature(s). On a fail, you provoke attack(s) of opportunity.

Level 15: Relentless

Starting at 15th level, when you roll initiative and have no blade dice remaining, you regain two blade dice.

Additionally, you gain another blade die (total of 7).

Level 18: Mastered Blade Stances

At 18th level, your blade dice turn into d12s. You may switch freely between stances in combat without spending blade dice.

Level 3: Technique Options

Techniques

The techniques are presented in alphabetical order.

Ambush

When you make a Dexterity (Stealth) check or an Initiative roll, you can expend one Superiority Die and add the die to the roll, unless you have the Incapacitated condition.

Bait and Switch

When you’re within 5 feet of a creature on your turn, you can expend one Superiority Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn’t have the Incapacitated condition. This movement doesn’t provoke Opportunity Attacks.

Roll the Superiority Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Commander’s Strike

When you take the Attack action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding the Superiority Die to the attack’s damage roll on a hit.

Commanding Presence

When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Superiority Die and add that die to the roll.

Disarming Attack

When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to disarm the target. Add the Superiority Die roll to the attack’s damage roll. The target must succeed on a Strength saving throw or drop one object of your choice that it’s holding, with the object landing in its space.

Distracting Strike

When you hit a creature with an attack roll, you can expend one Superiority Die to distract the target. Add the Superiority Die roll to the attack’s damage roll. The next attack roll against the target by an attacker other than you has Advantage if the attack is made before the start of your next turn.

Evasive Footwork

As a Bonus Action, you can expend one Superiority Die and take the Disengage action. You also roll the die and add the number rolled to your AC until the start of your next turn.

Feinting Attack

As a Bonus Action, you can expend one Superiority Die to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the Superiority Die to the attack’s damage roll.

Goading Attack

When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to goad the target into attacking you. Add the Superiority Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have Disadvantage on attack rolls against targets other than you until the end of your next turn.

Lunging Attack

As a Bonus Action, you can expend one Superiority Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Superiority Die to the attack’s damage roll.

Maneuvering Attack

When you hit a creature with an attack roll, you can expend one Superiority Die to maneuver one of your comrades into another position. Add the Superiority Die roll to the attack’s damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack.

Menacing Attack

When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to frighten the target. Add the Superiority Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.

Parry

When another creature damages you with a melee attack roll, you can take a Reaction and expend one Superiority Die to reduce the damage by the number you roll on your Superiority Die plus your Strength or Dexterity modifier (your choice).

Precision Attack

When you miss with an attack roll, you can expend one Superiority Die, roll that die, and add it to the attack roll, potentially causing the attack to hit.

Pushing Attack

When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to drive the target back. Add the Superiority Die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.

Rally

As a Bonus Action, you can expend one Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll plus half your Fighter level (round down).

Riposte

When a creature misses you with a melee attack roll, you can take a Reaction and expend one Superiority Die to make a melee attack roll with a weapon or an Unarmed Strike against the creature. If you hit, add the Superiority Die to the attack’s damage.

Sweeping Attack

When you hit a creature with a melee attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to damage another creature. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Superiority Die. The damage is of the same type dealt by the original attack.

Tactical Assessment

When you make an Intelligence (History or Investigation) check or a Wisdom (Insight) check, you can expend one Superiority Die and add that die to the ability check.

Trip Attack

When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die and add the die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.

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