Fighter
Base Class: Fighter

Destined Warriors are few in number and as a result thought of us as a legend. Inspiring tales of the ordinary farmer saving a kingdom, an average villager slaying a demon, an unassuming child rising to become a conqueror. Fate, prophecy, and luck intertwine in this warrior. These forces support the Destined Warrior long enough for them to complete their duty, returning them to legend or dust afterward. A person never chooses to become this subclass, rather it chooses them.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: HistoryReligionMedicineInsight, or Persuasion. Alternatively, you learn one language of your choice.

Fate's Constitution

Starting at 3rd level, fate intervenes in combat in order to keep you alive long enough to reach your destiny. As a reaction when you are dealt damage, you may reduce the damage dealt to you by rolling any number of your current hit dice and subtracting the total from the damage. When you do so, these hit dice are used as if you had taken a short rest.

Prophecy's Clarity

Starting at 7th level, prophecy offers clarity to the path ahead. Whenever you make a Wisdom (Insight) check, you gain a bonus to the check equal to your Constitution modifier.

Once per long rest, you may conduct a non-magical augury ritual using the rules of the spell Augury. The process uses the normal casting time and not the ritual casting time. It does not require material components.

Luck's Might

Starting at 10th level, when an ally within 30ft of you scores a Critical Hit your next attack is rolled with advantage.

Once per round, whenever you score a Critical Hit, roll all of the attack’s damage dice three times and add them together. Then add any relevant modifiers.

Destiny's Call

Starting at 15th level, the call of destiny overcomes any physical limitations. If you take the Attack action on your turn you may forgo an attack to move 10ft.

Alternatively, you may forgo an attack to force an ally within 10ft of you to move 10ft using their reaction without provoking opportunity attacks.

Hope's Warrior

Starting at 18th level, you are near to your destiny's completion. It's now time to hold nothing back.

Hope's Improvement - Once per long rest, when you take the Attack action if disadvantage is imposed upon you, you may negate that disadvantage for those attack rolls.

Hope's Strike - Whenever you make a damage roll, an ally within 120ft of you, that can see you, may use their reaction to add one additional weapon damage die to your damage roll. You may gain a number of additional die this way, for this damage roll, equal to two times your proficiency modifier. The ally must be familiar to you and a fully independent creature, though they may be a charmed enemy.

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