Base Class: Fighter
Some warriors seek revenge, some warriors seek gold, some warriors seek knowledge, and you seek glory. The Quester fighter is a fighter who takes the phrase “Carpe Diem” to heart. With goals given to them by divine figures, a promise, a kingdom, a personal goal, or whatever else, they throw themselves at challenges head-on. And through their success, they find boons.
Thy Quests Begin
- When you choose this archetype at 3rd level, at the beginning of each day (just after a long rest), roll your Quester Die (See below) a number of times equal to your proficiency bonus. This will determine the Quests available to your character each day.
- Quests are secondary objectives, both in combat and outside of combat, which will give special bonuses to the fighter if they are completed. These bonuses disappear at the end of a long rest.
- Your quester's die is a 1d4, and grows over time.
|
Quest |
Quester’s Trial |
Quester’s Boon |
|
1. The Skilled |
Succeed in a skill check in a skill you are not proficient in. |
Gain proficiency and expertise in the skill used to succeed in the quest. |
|
2. The Marathon |
Run a total of 60 feet in one instance of combat. |
Gain 15 feet of movement. When dashing, you ignore the penalties of difficult terrain. While dashing, opportunity attacks against you have disadvantage. |
|
3. The Mystical |
Succeed in one arcana check, or cast a spell. |
Learn a cantrip and a 1st-level spell from the Wizard spellcasting list. You may cast this spell several times equal to your charisma bonus. Charisma is your spellcasting ability for these spells. |
|
4. The Warrior |
Slay 1d4 hostile creatures. |
Gain a bonus to damage equal to your charisma modifier. This damage type is the same as your weapon. |
|
5. The Holy |
Heal a creature other than yourself by any means. |
Learn a cantrip and a 1st-level spell from the Paladin spellcasting list. You may cast this spell a number of times equal to your charisma bonus. Charisma is your spellcasting ability for these spells. |
|
6. The Marksman |
Hit a target with a ranged weapon from its long range. This target does not need to be a living creature. |
Gain a bonus to hit equal to your charisma bonus, halved and rounded up. |
|
7. The Valiant |
Succeed a saving throw. If this saving throw is related to the fright condition, the boon’s effect adds an additional 1d4. |
Gain 1d6 + charisma bonus temporary HP. |
|
8. The Wall |
Avoid three attacks against you. |
Gain resistance to nonmagical blunt, slashing, piercing damage, alongside one element of your choice (Fire, Cold, Lightning, Acid, Poison, Thunder) |
|
9. The Leader |
Pass three charisma checks of any form. |
Gain expertise in all Charisma skills that you are proficient in. Gain proficiency in Charisma saving throws. |
|
10. The Quester |
Succeed in three quests. |
Gain a bonus to your charisma bonus equal to your proficiency bonus, halved and rounded down. |
Know thy Objective
- At 3rd level, you gain proficiency with the cartographer's tools, land and sea vehicles, one language of your choice, and one skill of your choice.
- At 10th level, you gain expertise in all of these chosen abilities.
Seize thy Fate
- At 7th level, you gain the ability to manipulate the goals that are set for you. When you roll a quester die, you may raise or lower its rolled number by 1. This cannot exceed the maximum number roll on the die, so as not to access a future quest. This action may be done to a number of quester dice equal to your proficiency bonus, halved, rounded down.
Growth through Trial and Tribulation
- At 7th level, your quester die grows to a D6.
Memories of Glory
- At 15th level, the Quester gains the ability to hold on to the boons they gain. During a long rest, the Quester may choose to omit one of their dice rolls after the long rest in favor of keeping a quest that was not fulfilled, or a quest boon. You may only do this once per long rest.
Growth through Trial and Tribulation II
At 10th level, your quester die grows to a D8.
Growth through Trial and Tribulation III
At 18th level, your quester die grows to a D10.
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Posted Feb 24, 2026Hey there! Sorry for not putting this in the initial homebrew; this is my first jab at it, and I haven't even playtested this yet, haha. Gonna try it out and release a new version shortly, alongside that, this subclass was made with DnD 2014 in mind!