Fighter
Base Class: Fighter

This class is derived from the Samurai or more specifically the wayward Ronin. Often they are separated from them, but are carrying the traditions and skills of their family. Some Descendants left their clans on good terms, and most seek to be reunited, returning with newfound riches or glory. Descendants tend to be well rounded, but solitary souls; they often value honor and martial prowess. As the Descendants implement their power through a heirloom style weapon, they are often seeking to improve or define their contribution to their Family Blade, which could be anything from new weaponry to enchanted armor to spectral companions.

 

Family Blade

When you take this archetype you specialize in a weapon of choice, referred to as your "Family Blade".  If you hit an attack (including Opportunity and Extra attacks) with your Family Blade, you can add Psychic damage to the roll. (scaled with your Fighter lvl)

Dominant Counter

Whenever you succeed against a saving throw using the Indomitable feature, you may use your reaction to make a melee or ranged attack against that enemy using a weapon of your Family Blade trait if they are within range.

Ancestor's Envoy

You've carried the "blade" of your family well and pleased the spirits of your ancestors. Once per long rest you can call on their aid which is manifested as a sentient Spirit Envoy that lasts for an hour. It cannot be dispelled; it will dissipate if past a 120ft range from the user. At Lvl7 choose 4 Manifestations when you level you may replace any manifestation with another granted all requirements for the Manifestation are met. 

It requires 1 action to cast. Roll a d4 to determine which Manifestation the Envoy takes.

Angel of Luck

Manifests as a cherubim seen by others as an excitable child accompanying you. It grants the user re-rolls on critical-fails.

Blade Guard

Manifests an aura concentrated around the target's weapon that raises the AC of the target by 3. The target must be visible and can be telepathically determined by the user with a bonus action.

Dawn Mask

When manifested, a bright disorienting flash of light occurs from where you are standing any hostile creature (seen or otherwise) within a 30ft radius takes Fighter lvl d8 radiant damage and half rounded up for a Dexterity save against your +CHA. Then for the duration, you are unrecognizable to anyone unless you reveal to them who you are.

Fang Stand

Manifests as a shadowy wolf revealing itself at your side only when you enter combat. It acts before or after your turn always using it’s turn to rush up to 40ft toward the last enemy you targeted and attack them:  Ability scores: +CHA Fighter lvl d4 necrotic damage. It has your same AC and if struck a total of 3 times it will dissipate until your next initiative roll.

Intangible Vision

Manifests a beautiful maiden insubstantial and mercurial, visible only to the caster. She follows your telepathic command and can telepathically share with you her standard vision.

Mountain Pass

Manifests as an Ethereal tunnel 120ft. long in a straight line from the caster. It is 5ft. wide and 10ft. tall. Although anyone can enter, the caster decides who can see the tunnel revealing shimmering ethereal matter faintly obscuring the physical plane. All physical conditions of the Ethereal Plane apply in the tunnel. The tunnel can be entered and exited from any side. If anyone would be in a solid object but is within the tunnel when it dissipates they take 3d10 force damage and are shunted to the nearest random unoccupied space.

Oni

Manifests an all but invisible shade. The user must choose a single target they can see causing 1 level of Exhaustion for the duration. If no target is given the user must take on the shade themselves, granting truesight for 60ft and Advantage on Intimidation checks but still taking the Exhaustion.

Shrine

Manifests as a small sized stone shrine that repels completely (including visibly) any effect of ill weather, but no other dangers are repelled. Anyone who chooses to rest within range falls asleep immediately for the duration unless woken. The shrine grants anyone who spends more than 30min asleep within range the effects of a full rest.

Extension of Self

Your blade is an extension of yourself. You can teleport to, change places with and call any weapon of your Family Blade type that you've handled within the past 24 hrs. If called it travels harmlessly (including no damage to containers or barriers) 60ft/round until it halts at your side. Each of these is a bonus action, can be used on the same turn and can only be performed once per day.

Elder Ancestor

 

 

Comments

Posts Quoted:
Reply
Clear All Quotes