Fighter
Base Class: Fighter

Note: Your Relic Dice must be tracked independently as it is not possible to create a dicepool in HOMEBREW. Everything else works and updates correctly in the character sheet.

A Relic Guardian is a warrior that fights for a special heirloom, relic or banner - bringing glory and honor to their house or restoring it to its former greatness.

Level 3: Relic

You possess your special Relic. It has powers that can be used by expending Relic Dice. If you lose your Relic you can spend 1 hour in a ritual, using 100g worth of gold dust to have the Relic reappear in your space.The Relic Dice table shows the die size and number of these dice you have when you reach certain Fighter levels.

Relic Dice
Fighter Level Die Size Number
3 D6 4
5 D8 6
9 D8 8
11 D10 8
13 D10 10
17 D12 12

Any features in this subclass that use a Relic Die use only the dice from this subclass. Some of your powers expend the Relic Die, as specified in a power’s description, and you can’t use a power if it requires you to use a die when all your Relic Dice are expended.

Your Relic is a tiny or small item you can "hold" without using a free hand. Having it visible on your person, such as a banner on the back or hanging in a chain around your neck is sufficient to gain its benefits and use its powers.

You regain one of your expended Relic Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.

Take Pride. When you or another creature you can see, within 30 feet of your Relic, is forced to make a saving throw, you can take a Reaction to expend one Relic Die, roll the die, and add the number rolled to the saving throw. You can add the Relic Die after knowing the total, but before knowing whether it has failed.

Honor Strike. When you hit a creature with an attack, and you are both within 30 feet of your Relic, you can add a Relic Die to your damage roll. Your Relic Dice deals Force Damage.

Quarter Mantra. You recite a creed, sing a hymn or psalm or speak the words of your ancient house. As a Magic action you hold your Relic and utter your words. Hostile Creatures within 30 feet that can see or hear you must make a Saving Throw DC equal to (8 + your proficiency bonus + Constitution modifier). On a failed save they are frightened until the end of your next turn.

Level 7: Enshrine Relic

You have mastered a new way to use your Relic. 

Enshrine Relic. As a Bonus Action, you Place your Relic on the ground (expending a Dice). The Relic cannot be moved against your will. In a 30 ft. radius emanating from the Relic magical effects take place.The effects lasts for 1 minute or until you pick up the Relic (no action required). 

Choose 1 of the following:
Hallow - Celestials, Elementals, Fey, Fiends, or Undead (pick one) have disadvantage on attack rolls against you and your allies.
Daylight. Bright light fills the area. Magical Darkness created by spells of 3rd level or lower can’t extinguish the light.
Courage. Allies you choose have the Frightened condition suppressed while in the area.
Silence. No sound can emanate from within the area, and no sound can reach into it.

When the Relic is placed you can use your Bonus Action on subsequent turns to add more effects to its aura. Additional effects end at the same time as the original (1 minute after being placed). You must be within 30 feet of your placed Relic to add a new effect to its aura.

Level 10: Notable Zealot

You gain advantage on Pursuasion and Intimidation Checks made against creatures that can see your Relic.

You can ignore damage resistances of hostile creatures within 30 feet of your Relic.

Level 15: Reliquial Restoration

Your lifeforce ties to your Relic. Once per Long Rest: As a Bonus action while within 30 feet of your Relic and target creature (including yourself), you can expend a Relic Die. Roll the Dice and add your Fighter level. The creature regains Hit Points equal to the total. The creature can use its Reaction to stand up when this ability is used.

You can use this Bonus action even if you are incapacitated or at 0 Hit Points, on your turn before rolling death saving throws.

Level 18: Monumental Repute

You take on ethereal qualities while the "Enshrine Relic" Aura is active and you are within the aura.  While in your unearthly form you gain resistance to all damage types and you can change all of your weapon damage to Force Damage (your choice).

Additionally: When you take a Bonus Action to to use the "Enshrine Relic: Bonus Action" on subsequent turns to placing it (when add'ing additional effects) you can also teleport the Relic to a new space within its aura (no action required).

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