Fighter
Base Class: Fighter

Whether lured in by the Fey, or cursed by druids, these fighters have obtain some control over natural magics and shape changing.  These fighters focus their animal instincts and might to give a unique advantage in battle.

 

Those who tread this path might be inhabited by a primal spirit or descended from shapeshifters. You can choose the origin of your feral might or determine it randomly by rolling on the Origin of The Mark table.

Origin of The Mark

[roll]1d4[/roll]           

1                                       You were lured into or stumbled into the Fey Wild and returned changed.

2                                       You upset and Arch-druid and were cursed with animal like changes

3                                       An ancient spirit dwells within you, allowing you to shift your form.

4                                       One of your parents was a lycanthrope, and their curse passed on to you

Animal Instincts

Starting when you choose this archetype at 3rd level, you gain proficiency with two skills, Perception, Survival or Investigation, and get advantage on those skill checks when using your animal senses (smelling or hearing).

Shape of the Beast

Starting at level 3, you can manifest a natural melee weapon as a bonus action, choosing one of the following options:

Fangs. Your mouth transforms into a bestial snout or great mandibles (your choice). Your bite deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with your bite, you regain a number of hit points equal to your Constitution modifier (minimum of 1 hit point).

Claws. Your hands transform into claws, which deal 1d6 slashing damage on a hit. When you take the Attack action on your turn and make an attack with your claws, you can make one additional attack using your claws as part of the same action.

Tail. You grow a lashing, spiny tail, which deals 1d12 piercing damage on a hit and has the reach property.

When you take the attack action, you can make any number of your attacks with your natural weapons. 

You are proficient with these natural weapons, and can use your Dexterity or Strength modifier when you roll to attack. 

As a bonus action on every turn, you can shift your form and change your natural weapon to any other option.

 

Opportunistic Weapon

Staring at level 3, whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use any stat modifier instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.

Gift of The Mark

Staring at level 7, the feral spirit within you grows in power, causing the natural weapons of your Shape of The Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You can also call on the feral spirit to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:

Climbing

 You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Swimming

You gain a swim speed equal to your walking speed, and you can breathe underwater.

Jumping

 When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.

 

Swiftness of Nature

Upon reaching 10th level, you can now add your proficiency bonus to your initiative rolls. 

If you attack a creature lower than you in initiative order,  you get a +1 to attack and damage rolls using your natural weapons.

Vicious Pack Tactics

Starting at 15th level, as a bonus action you can choose a number of willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You and the chosen creatures gain the Reckless Attack feature and you have advantage on saving throws against being frightened for 1 minute. You also gain 5 temporary hit points for each creature that accepts the benefit.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Swiftness of Nature Upgrade

If you attack a creature lower than you in initiative order,  you now get a +2 to attack and damage rolls using your natural weapons.

 

Vicious Strike

Staring at level 18, your attacks score a critical hit on a roll of 19-20, and you gain temporary hit points equal to half the damage rolled, these hit points can be granted to an ally within 30ft of you.

Boon of the Fey Beast

Swiftness of Nature Upgrade

Upon reaching 18th level, whenever you attack an enemy lower than you in initiative order, you get a +3 to attack and damage rolls using your natural weapons

You can cast guardian of nature spell and catnap once every day, and regain after a long rest. You also choose a boon from the list below.

 

Might of the Rhino                                       

+2 to Strength score and +2 to max score. You can cast resilient sphere and enlarge/reduce. You gain proficiency in athletics and intimidation and can use your strength mod for intimidation rather than charisma. If you move at least 10ft in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.

Grace of the Panther                                 

+2 to Dexterity score and +2 to max score. You can cast haste and greater invisibility a number of times equal to con or dex mod (minimum 1). You gain proficiency in acrobatics and stealth, or expertise if already proficient.. You gain 20ft to your max movement, and can dash and disengage as the same bonus action. You can do this a number of times equal to your con. mod or dex. mod (your choice)(minimum 1).

Heart of the Dire Bear                                 

+2 to Constitution score and +2 to max score. You can cast aura of vitality and protection from energy a number of times equal to con mod (minimum 1)You get +1 to AC, 20 additional max hit points, you are immune to poison and disease. As a bonus action you can give yourself temporary hit points equal to your fighter level, you can do this a number of times equal to your con. mod. (minimum 1) 

Guile of the Great Fox                               

+2 to Intelligence score and +2 to max score. You can cast blink and counterspell equal to your con or int. mod(minimum 1). You get proficiency in three skills of your choice and 3 languages. With your animal heightened intelligence, your counterspell can counter any level of spell without a roll. If you do so, you must forgo your movement next turn, due to the grogginess of your mind. 

Mind of the Owl                                         

+2 to Wisdom score and +2 to max score. You can cast true seeing and polymorph number of times equal to con or wis mod (minimum 1). You get proficiency survival and perception or expertise if already proficient. As a bonus action, you can mark a creature or object with a special tag only you can detect. This tag gives you advantage on wisdom based skill checks and attacks made on this creature. You can detect this tag from 100 ft away, and up to 1000ft when you cast true sight. While a creature is under this tag they cannot receive the bonuses gained when hidden or invisible.

Peacock's Enamoring Visage

+2 to Charisma score and +2 to max score. You can cast tongues and major image. You gain proficiency indeception and persuasion. This is doubly effective on non-human creatures, you can double proficiency bonus when attempting to persuade and deceive these creatures, if they can understand you. (demons, dragons, etc.) You can also cast disguise self any number of times you want. 

 You regain all spells and unique abilities on a long rest.

Swiftness of Nature Upgrade

Whenever you attack an enemy lower than you in initiative order, you get a +3 to attack and damage rolls using your natural weapons

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