Fighter
Base Class: Fighter

The Freelancer is a master of combat so long as they're in an environment they can manipulate. They favor no particular field, and are typically well-rounded individuals; they rely on their stealth as much as their strength, and their smarts and creativity as much as their durability. However, they tend to favor the strength of their bodies, since it gives them the most control over their environment.

Master Improviser

When you choose this archetype at 3rd level, you become extremely skilled with improvised weapons / shields and gain the following benefits:

When using an improvised weapon, add your proficiency bonus to all damage rolls made with said weapon. After the Freelancer has been in possession of said improvised weapon for more than 1 minute, they can no longer add their proficiency bonus to damage rolls made with it. The duration increases to 3 minutes at level 11, and 5 minutes at level 19.

As an action, the freelancer can make a melee attack against a creature within range in an attempt to destroy their current weapon. If the attack hits, it counts as a guaranteed critical and the weapon is destroyed. If it misses, the number of charges remaining still decreases and the weapon will still break. This feature has a number of charges equal to the Freelancer's proficiency bonus, and all charges are regained upon finishing a long rest.

Learned Improviser

Upon taking this archetype at 3rd level, the Freelancer becomes proficient with improvised weapons (including improvised shields).

Manipulative

Starting at 7th level, your Freelancer is now so in tune with their surroundings, whatever they may be, that they gain expertise / double proficiency on checks that involve manipulating their environment. This includes, but is not limited to;

- Strength checks to push, move, break, or topple parts of their surroundings, such as barrels, boulders, ladders, etc.

- Strength checks to break / shape an object into a usable improvised weapon.

- Acrobatics / Athletics checks to travel through dangerous areas; swinging over a chasm on a vine, sliding / jumping from one roof to another, etc.

- Investigation / Perception checks to find a mechanism or something that can be manipulated to the Freelancer's advantage.

Hyperaware

Starting at 10th level, your Freelancer becomes incredibly aware of their surroundings at all times. They can instantly identify traps like pressure plates and pitfalls, in or outside of dungeons. The trap must be in the Freelancer's line of sight, but they can identify it instantly without making any action or check. They also gain advantage on rolls to avoid traps, whether they be dexterity, strength, constitution, etc. The only kind of "trap" they cannot identify are ingested poisons and things of that variety.

Lure / Repel Enemies

Starting at 15th level, the Freelancer can use something in their environment to make a loud noise (blowing on a glass bottle, banging a shield and sword together, tapping walls with wooden implements, etc) that can be heard from far off in all directions. By embedding specific tones in these noises that the Freelancer has picked up from their time in combat, they can either draw hostile creatures towards the sound or drive them away from it. Creatures without a sense of hearing are unaffected by both Lure and Repel Enemies.

- When using Lure Enemies, which requires only a bonus action, all hostile creatures within a 400-foot radius will make their way towards the Freelancer, more specifically the sound's point of origin. They move at normal speed unless they have reason to travel quickly or slowly, and will be hostile when they reach the Freelancer. If the sound stops, the creatures can choose to either continue moving in the general direction of the point of origin or go back to where they originally were. If the creatures are engaged in combat of any kind, they typically will not move towards the sound until combat ends.

- When using Repel Enemies, which requires a full action, all hostile creatures within a 50-foot radius hear the noise and feel extremely uncomfortable, moving away from it whenever possible. If they are in combat, they use their action to move further away from the sound's origin or may make an attempt to harm the Freelancer and stop the noise. They may also still attack their original opponent, depending on the situation. The Freelancer cannot make any other actions until they end the effects of this feature.

This feature has charges equal to the Freelancer's proficiency bonus, and all expended uses are regained upon finishing a long rest.

Mimic

Starting at 18th level, your Freelancer has become so skilled at improvising that after simply observing the action of another humanoid creature, they are able to repeat it with enough effort. This Freelancer can use their action to repeat one action of their choice made by a humanoid creature since the Freelancer's last turn without consuming any kinds of materials or resources. This feature has two charges, both of which are restored after finishing a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
8/18/2018 6:48:14 PM
63
3
5e
Coming Soon

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