Fighter
Base Class: Fighter

The archetypal Wanderer combines agility, intelligence, and strength to form the ultimate combat style. Those that follow the lifestyle of the wanderer do not go looking for fights, rather, they travel from town to town as vigilante peacekeepers, though what brings peace is subjective.

Unarmored Defense

When you choose this archetype at 3rd level, while wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Way of the Wanderer

Starting at 7th level, your travels have taught you much, revealing ways to protect yourself from almost any blow and deal devastating attacks. As a bonus action, you can give yourself advantage on all weapon attack rolls for six seconds. Additionally, when a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature.

You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses after you finish a long rest.

Determination

Starting at 10th level, your presence of mind has given you many advantages in life as well as in battle. 

  • When you make a melee weapon attack, you can increase your reach for that attack by 5 feet.
  • Your speed is increases by 10 feet while you are not wearing armor or wielding a shield.
  • Hostile creatures receive disadvantage when making opportunity attacks on you.

Graceful Stride

Starting at 15th level, you have acquired greater agility. You gain proficiency in Dexterity saving throws.

Unbound Ferocity

Starting at 18th level, you gain the ability to quickly and deliberately end a creature's life. When you hit a creature with a weapon attack, you can gouge the target to inflict a devastating wound. The gouge inflicts extreme amounts of pain until you use your action to end the pain. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 bludgeoning, piercing, or slashing damage, depending on the weapon you used to inflict the gouge. 

You can only use this feature once per long rest. 

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