Base Class: Fighter
Defender of the innocent, radiant bulwark against darkness; Day-Blood born fighters pick up this profession. They use their strength and courage to defend others, to quell the things that lurk in the dark. That was in the past. Today in modern day Radiance, The Shield of the Dawn now fight side by side with the forces of their sister world of Remnant.
Level 3: Improved Critical
Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.
Level 3: Sunlit Bastion
When you use Second Wind, you and allies within 10 feet gain temporary hit points equal to your Fighter level. You also emit bright light in a 10-foot radius and dim light for an additional 10 feet until the start of your next turn.
Level 7: Additional Fighting Style
You gain another Fighting Style feat of your choice.
Radiant Interception
When a creature within 5 feet of you is hit by an attack, you can use your reaction to reduce the damage by 1d10 + your Fighter level. The attacker takes radiant damage equal to the amount reduced.
Level 10: Solar Ward
You and allies within 10 feet gain resistance to necrotic damage. When a creature hits you with a melee attack, it must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be blinded until the end of its next turn.
Level 15: Beacon of Valor
As a bonus action, you can activate a radiant aura for 1 minute.
While active, allies within 30 feet gain advantage on saving throws against fear and charm.
Once per long rest.
Level 18: Dawn's Judgment
As an action, choose one creature within 30 feet that you can see and that has fewer hit points than half its maximum. You leap or stride toward them with unstoppable force, striking with a blade imbued with the weight of justice. Additionally, you gain advantage on death saving throws. Upon rolling above a 16 on the d20 roll, you stand up once more and heal for 2d10 + your Constitution modifier.
Make a melee weapon attack against the target. On a hit, the attack deals 4d10 + Strength modifier force damage.
If the target is below 25% of its maximum HP, it must make a Constitution saving throw(DC = 8 + your proficiency bonus + your Strength modifier).
On a failure, it is instantly reduced to 0 HP, as your strike severs the thread of its defiance.
On a success, it takes half damage and is stunned until the end of its next turn.
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