Fighter
Base Class: Fighter

You have mastered the alleys and paths of the city. You have defeated many criminal gangs and used your endless array of original gadgets to save those in need.

The Legend

In your personal positions you own a Mask which is what you wear when you *work*. While wearing it you can use a bonus action to Intimidate an enemy (making them Afraid). Roll a DC 15 luck check using your fighter level as your modifier to see if they know who you are. If they do you gain advantage on your Intimidate roll.

Stalking In The Shadows

You are proficient in stealth and investigation checks.

Utility Belt

You gain asses to theses 3 Actions. All items magically reappear on your belt unless in use or magically prevented every 24 hours or if you spend 1 minute recalling them.

Magic Cuffs

If you succeed on an opposed strength check against an enemy with hands they cannot use weapons or objects until they succeed on a DC 15 strength check.

Smoke Bomb

You can throw down a smoke bomb that casts the spell Fog Cloud. You cannot use it again until next dawn.

Bomb

You can make a ranged attack to hit an enemy. If it hits it deals 1d10 of damage to all creatures within 10f.

 

Outfit

Pick 1 of these helpful outfit parts.

Cape

You gain resistance to falling damage.

Power Gloves

When you make an Unarmed Strike you deal an extra 1d6 of damage.

Upgraded Mask

You gain an extra 60f of Darkvision.

Thick Outfit

You gain resistance to Cold damage.

Hero Symbol

You gain Advantage on Intimidation Checks.

Silent Boots

You gain Advantage on Stealth Checks

 

Cape

You gain resistant to Falling Damage.

Gloves

When you make an Unarmed Strike you deal an extra 1d6 of damage.

Hero Symbol

You gain Advantage on Intimidation Checks.

Silent Boots

You gain Advantage on Stealth Checks

Thick Outfit

You gain resistance to Cold damage.

Upgraded Mask

You gain an extra 60f of Darkvision.

Grappling Gun

Using an action, you may make a ranged attack on a wall up to 60f away. If you succeed you are pulled to that place. It has 5 charges per day. The DC is half the number of feet it is away.

Side Kick

Using an action you light up the sky with a chosen signal then role a d4 for how many rounds it takes for your sidekick to arrive. The side kick is a level 1 of any class you want and devoted to you. When they arrives they goes after you and follows your orders. They stays until you have won the battle you called them in for. Once you use this ability you may not use it again until you have completed a long rest.

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