Fighter
Base Class: Fighter

No matter what origin you came from, you'll get a sick urge to kill. If that's what you believe, no one could stop you. Just be for warned, once you begin going to this path, there's no turning back.

Intentionally or not, When you fight, you think of the most savage way to end your enemies. You want to absolutely crush them into pieces.

While you can control your impulses rather well, they have another way to appear.

Power Surge

Beginning when you choose this archetype at 3rd level, your action surge will give you a mighty power boost. Whenever you use Action Surge, all melee attacks made afterwards will deal extra damage equal to twice your proficiency score for that turn.

Action Surge will also replenish after every short rest.

Unsettling Habit

Starting at 7th level, you begin to develop unsettling combat habits. You are able to gain 3 of the 5 beneficial habits as well as 2 of the 4 potentially hazardous habit. 

Beneficial Habit:

  1. Unnerved Dodge: When forced to do Strength, Dexterity, or Constitution saving throws, you can use your reaction to use Athletics (or Acrobatic if it's higher) instead. The DC will increase (determined by DM) but be successful and you'll negate any effects and damage caused. You can use this habit three times per long rest.
  2. Peerless Resolve: You are immune to being charmed, frightened, or being restraining while in combat.
  3. Reckless Defense: When a creature makes an attack against you or a companion within 15 ft, you are able to jump in front of the attack and take the damage for them provided you have that much movement remaining by using an reaction. During this, your AC will increase by your Constitution or Strength modifer and you take half damage from melee attacks (including melee spell attacks). This does not work for ranged attacks or AOE spells.
  4. Sadistic: When an attack or a spell that requires an attack roll hits, the damage increase by 1d6 per damage type. The damage will become 1d8 at 9th level, 1d10 at 15th level, and 1d12 at 19th level. You also gain advantage on Intimidation checks against injured creature.
  5. Masochistic: When hit by an attack, you can use your reaction to endure the damage received. If the attack would have dropped your HP to zero, you will be standing with one HP. When you next attack, you are able to add a quarter of the damage you have taken to your damage roll. You can only use this habit once per long rest. You also have advantage on Constitution Saving Throws

Hazardous Habits: 

  1. Lethality Restraint: You find out that to you, killing is much more easy to do then holding back, because of this, when you attack something non-lethally, the DM will roll a d20. If the DM get a 4 or lower, the attack will could count as if it was with killing intent.
  2. Nerving Aura: You have a constant intimidating aura while fighting . People around 10 feet you need to make a Wisdom Saving Throw or become frightened. The DC  is half your passive intimidation + your proficiency bonus. Those who pass the save are immune to this aura for an hour.
  3. Embracing Vengeance: Whenever you take more then 20 HP of damage from a creature, the DM can decide when you need to roll a Wisdom Saving Throw, DC determined by DM, if you fail this save, for the next 1d4 rounds, you will only target that creature. You will deal an extra 1d4 of any damage you deal to that target. You will do this save with advantage if the creature is considered your allie normally.
  4. War Mode: When you are at a third of HP, the DM rolls a d20, on a 5 or below, you enter a state of war. While in this state, your attack rolls, damage rolls, AC and saving throws, will receive a +3 bonus. However, you will not be able to use reactions, nor spells in any way while in this state.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Fury of Blades

Starting at 15th level, you will be able to make 1 more weapon attack when taking the Attack action. You may also attack with the bonus action.

Essence of Brutality

At 18th level, you attain the pinnacle of brutality in battle. You gain advantage to all Strength, Dexterity, and Constitution Saving Throws. You'll gain a +10 to all attacks and damage rolls. Any habits you develop will lose their negitive effects.

Previous Versions

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7/15/2021 1:14:51 AM
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