Base Class: Fighter
Armed with a Hookshot grapple and a wrist mounted cannon, the Nightfarer prefers to fight in melee combat, and is capable of unleashing devastating damage while staying mobile due to their Hookshot. Resolute and unyielding, they shall guide the world towards dawn.
Level 3: Hookshot
Hookshot is an ability that makes The Nightfarer a highly versatile and mobile fighter. It allows them to quickly reposition by traversing terrain, pull himself towards bigger enemies, or pull smaller enemies towards themself. Additionally, attacks can be chained into this ability, allowing The Nightfarer to inflict damage to enemies upon grappling them or towards them.
Once per turn, before you make an attack as part of the attack action, you may use your Hookshot. Choose a hostile creature within 15 feet of you. The chosen creature takes 1d4 piercing damage. If that creature is Medium, they must succeed a STR or DEX saving throw or be pulled directly towards you. Small creatures make this saving throw with disadvantage, and Tiny creatures automatically fail. If that creature is Large or larger, they do not make this saving throw and you are instead pulled directly towards them.
After using this feature, if you choose to attack the same creature you targeted with your Hookshot, your weapon ignites, dealing 1d4 additional fire damage. This effect can only happen once per turn.
Level 7: Onslaught Stake
Load your wrist mounted cannon and fire, dealing massive damage in an area of effect in front of you and launching yourself backwards.
When you use your hookshot, you may also expend a use of your Action Surge to use your Onslaught Stake. Each creature in a 15-foot cube originating from you must succeed a Dexterity saving throw or take 4d6 Fire damage and 4d6 Force damage. Creatures that succeed this saving throw take half damage.Additionally, you may choose to stay where you are or be catapulted 10 feet away from the blast. If you choose to stay where you are, you take 1d6 Force damage.
Level 7: Sixth Sense
Call upon your quick instincts to cheat death and charge a counterattack.
Once per long rest, if you would drop to zero hit points, instead your HP is set to your CON modifier plus your Fighter level.
After using Sixth Sense, if you do not have a use of Action Surge, you regain one.
Level 10: Improved Hookshot
Your master over the Hookshot improves, allowing more versatile use.
You may use your Hookshot twice per turn. Additionally, once per turn, you may expend 10 feet of movement to target the ground with your Hookshot, launching yourself 30 feet in the direction you targeted.
You may ignite your weapon twice per turn.
Level 15: Staggering Blow
Break your enemy's stance, allowing for a massive damage window.
When you use your Onslaught Stake, each creature hit by the blast may only take one action or move on their next turn. They also may not take Bonus Actions or Reactions until the end of your next turn. Until the end of your turn, you have Advantage to attack the creature you used your Hookshot on this turn.
Level 18: Sheer Luck
Something has kept you alive all this time, and the only thing that comes to mind is... sheer luck.
You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it.
Once per turn, you may use Second Wind without using a bonus action.







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