Fighter
Base Class: Fighter

The "Charmed" Archetype focuses on their supernaturally given gifts to swap the battle in their favor... or possibly the enemies if fate deems its not their day today. Charmed Fighters are usually seen on the battlefield pulling off some of the most, Unique, maneuvers some how avoiding certain doom other times getting their teammates stabbed from a person who you are sure was not trying to hit them.
As a "Charmed" fighter you will attempt to sway the tide of battle by manipulating your luck and charmed lifestyle into favorable odds. Beware the odds may not always be in your favor.

"Charmed" life

When you take this archetype, you gain a number of "Charmed" Die equal to your Proficiency bonus + Charisma modifier. A "Charmed" Die is a D6, you expend these by using them with your other features. You regain them all when you finish a short or long rest. 

Offensive Luck

Starting at 3rd Level, You have gained the ability to focus your luck into your offense, usually helping with your combat abilities. when using your action to attack a creature, you may roll a "Charmed" die to have a special effect happen.

  • 1 - Your have disadvantage but missing will strike another target within 5ft. Your Weapon clumsily slips and stabs the nearest creature if they dodge.
  • 2 - You get +2 to hit your target but lose 2 damage on the attack. You manage to firmly grip your weapon and strike your target but the firm grip weakens your Blow
  • 3 - You gain your Charisma Modifier on your roll to hit. You distract your target with a well timed insult which offends them dearly
  • 4 - You gain advantage. Looks you knew exactly where he was going to dodge this time
  • 5 - You do 1d6 extra damage. You slip forward driving your weapon much faster and harder into your target
  • 6 - You automatically hit your target. Yours is truly a charmed life, by some chance the target has walked into your weapon.

Defensive Luck

Starting at 7th Level, You have gained the ability to focus your luck into your defense, usually helping with your ability to avoid damage. when you are attacked by a creature as a reaction you can defend, you may roll a "Charmed" die to have a special effect happen.

  • 1 - Your target gains advantage on you, but has -1d6 damage. You fall clumsily backwards but it makes it harder for you a creature to land a solid blow
  • 2 - You fall prone, but your opponent has disadvantage to hit you. You slip on the floor as the attack comes in making it quite tricky to land a blow.
  • 3 - Your target has -3 to hit you. You get distracted by a nearby noise and turn sharply in its direction making you slightly harder to hit.
  • 4 - You deal 1d8 damage to your attacker. you see the attack coming and try to get in close where the attack cannot hit you, as you lunge forward you headbutt your attacker.
  • 5 - Your target has disadvantage to hit you for the round. As the attack comes in you realize you know exactly their plan of attack and attempt to parry the attack.
  • 6 - You deal 1d10 damage to your attacker and they have -6 to hit. As luck would have it you were swinging your weapon in the perfect direction to hit your attackers hands.

 

A Series of Fortunate Events

Starting at level 10, With success your amazing luck is amplified and brings more and more rewards with it making combat easier and easier. Each time you make a concurrent successful attack on the same target, you get increasingly better at inflicting pain and somehow hitting the right points to do damage. Each time you succeed the attack increase your Fortunate Event number by 1 and gain all benefits on previous tiers - 

Fortunate Events - 

  • 1st  - You gain +1 to hit on this attack. You start to strike in the right moment each time.
  • 2nd - You gain 1d4 damage your hits. You Hit more vital spots on your enemy
  • 3rd - You attacks become magical. What? How? some god must of mistakenly blessed your weapon not their champions
  • 4th - You gain 5 Temporary hit points until you miss or until your target dies, then you loss all Temporary hit points. Did they spill some potion on you as you hit them? somethings helping you out here.
  • 5th - You gain +1 str or +1 dex until you Miss or your target dies, then you loss all stat bonuses. Dam this fortune can't continue but you are getting stronger with each strike now.
  • 6th - You gain Advantage on your next strike. Now you are really cooking with gas, you feel unstoppable but some how this guy ain't dead yet, you will change this soon.

Any More strikes just gives you the Previous tiers stacking each time.

Let Me Rethink That?

Starting at level 15, when you make an ability check or saving throw outside of combat, you may remove 3 "Charmed" Die to give yourself advantage on the check/throw. by focusing on the task at hand somehow the probability of things going in your favor increases substantially. You may also choose to use 1 "Charmed" die and add its result onto a Saving throw or ability check if you have rolled under a 10, You must choose to do so before rolling, if you roll over a 10 the bonus is not added.

Probability Warp

At level 18, You may roll 4 "Charmed" Die to cause the probability of immense events to come to fruition or possibly horrible, horrible events. take the total of the dice and look to the Event chart on what magical and wondrous.... or horrible event may happen.

  • 1-3 - How? The gods are both impressed and mortified by the horrible luck that could of caused you to make the impossible happen - You are sucked into the astral plane where you meet 2 Astral Dreadnoughts discussing the meaning of life, they are angered by your intrusion and attack you
  • 4 - A portal to the 88th layer of the abyss opens in front of you, Out steps a Demogorgon steps out and unleashes its fury on all nearby, including you.
  • 5 - A wizard appears from the future telling you tales of the horrors you might cause, he casts Imprisonment with the Minimum Containment effect, Laughs and runs off.
  • 6/7 - It turns out you are standing on the lair of a Purple worm, It does not take kindly to the stepping on its back, it will attack you unless you expend 5 Extra "charmed" die.
  • 8/9 - You and 1 ally within 10ft are transported to a random Plane of existence near a hospitable small town... who resides there might not always be friendly.
  • 10/11 -  A clone of you is grown by some distant necromancer that had your hair fall into his spell by accident, The clone may grow up to either Hate or Love.
  • 12/13 - 5 Acolytes appear swearing loyalty to you, they are fiercely loyal to a fault. They may attack your allies if they disagree with your decisions.
  • 14/15 - You grow an extra arm for the day as some latent mutant DNA emerges, You gain 1 extra attack for the day.
  • 16/17 - You may cast teleport for free as for some reason which is always At least off target. Looks like some mage mistakenly cast it for you.
  • 18/19 - A String of fine warhorses, up to 8 may appear over the nearest hill to you. The horses owners are dead and you strike an amazing resemblance. 
  • 20 - The weapon Chillrend is somehow found in the nearest rock pile to you. A fine warrior indeed must of died here.
  • 21 - Mass heal is cast upon you and your allies, if you are at full it gives you 40 Temporary hit points each. A god smiles upon you this day and wishes you the best of health.
  • 22 - The next time you come upon a nest of medium size, you find 2 black dragon eggs, the dragons that spawn from these will think you their mother. I think the mom is dead?
  • 23 - You gain Invulnerability for 10 minutes. Is it Luck or some blessing that means nothing can touch you for a short time but it can't, so hey go hit something.
  • 24 - You cast the Wish spell. On this day you are the luckiest person around, by some means you have said the right words in the right order whilst mumbling.

Once you use this feature, you cannot use it again until the next day including a Long rest.

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