Base Class: Fighter
After years of training and study to master the art of combat, you have discovered the true nature of your fighting spirit. you have looked deep within yourself and have found... the truth.
you... are a melon.
while you have chosen to let this great truth about yourself control your destiny, you still have much to learn until you are ready to embrace your true potential. After all, their are many kinds of melon, and only the greatest of the melon knights can harness all of their powers at once!
Water Melon
You gain the shape water cantrip.
When you reach 10th level in this class you can cast the tidal wave spell once per short rest.
Charisma is your spell casting modifier for these spells.
Pit Spit
When you choose this archetype at 3rd level, you learn how to spit seeds at your enemies.
As a bonus action on your turn, you can spit seeds at a creature within 60ft of you. make a ranged attack and add your charisma modifier and proficiency to the roll. on a hit the creature takes piercing damage equal to your charisma modifier (minimum of 1).
you can spit a number of seeds equal to your fighter level. Your seeds replenish on a long rest.
Musk Melon
You body changes in mildly unnatural ways. Embracing the power of the muskmelon gives you a fruity scent that naturally emanates from your body when in stressful social situations, which can beguile those around you.
At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, arcana, deception, or Performance.
Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.
Natural Juice
At 7th level, Your embracing of the power of the melons has changed your physiology for the better. in place of sweat you produce a nutritious juice when overheated or stressed.
over the course of a long rest, you can bottle six vials of melon juice you have created and give them to your allies or drink them yourself as an action.
when a creature drink's a vial of juice, they regain 6d4+4 hit points.
Honey Don't!
Starting at 10th level, when you can call upon the power of honeydew instead of rolling for initiative.
when you are surprised or attacked in order to initiate combat, you can force all creatures of your choice within 60ft of you to make a constitution saving throw instead of rolling for initiative. on a failed save a creature takes psychic damage equal to 3d6 plus your charisma modifier and is frightened by you and your allies for the duration. on a successful save a creature is unaffected by the taste of honeydew.
This effect lasts for 8 hours, until it is dispelled by you, or until you are incapacitated in combat.
A creature can reroll its constitution save on its turn to end the effect early, but should it fail it will take an additional 1d6 psychic damage as it takes another bite of honeydew.
Can... Taloupe
Beginning at 15th level, the power of the cantaloupe can help you resist the worst that the world can throw at you.
you gain proficiency in all saving throws.
In addition you have advantage on saving throws against being charmed or frightened.
Melon Master
at 18th level, your charisma increases by 4 to a new maximum of 24.
In addition, You gain the plant growth spell and can cast it at will, centered on yourself, filling the world with every kind of melon as you do so. For you ,the casting time is 1 minute instead of 8 hours, and the spell lasts until you end it as an action. unless you choose to dispel this effect, the spell's bountiful effects do not end.
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