Base Class: Fighter
"A figure stands against the imposing threat of several hobgoblins. Wielding nothing but a shield and his righteous fist, he stands as a beacon of hope in the darkest of times with a devotion to protecting the innocent."
The Avenger is a man and his shield. You fight for others and embody valor. Where some warriors prefer to keep their shield in between them and the enemy, the Avenger launches it with great precision and speed. You are more than your shield... remember that. You are an agent of justice, liberty, and freedom. Exemplify these virtues and allow none who go against these beliefs to withstand your might for you are a guardian of the people.
Combat Mastery
When you choose this archetype at 3rd level, you learn stances that can adapt to certain situations. Expending preparation dice will fuel some of your stance abilities.
Stances. You learn three stances of your choice, which are detailed under “Stances” below. You can go into a stance as a bonus action, however you may only have one stance active at a time.
You learn two additional stances of your choice at 7th, 10th, and 15th level. Each time you learn new stances, you can also replace one stance you know with a different one.
Preparation Dice. You have four preparation dice, which are d8s. A preparation die is expended when you use it. You regain all of your expended preparation dice when you finish a short or long rest. You gain another preparation die at 7th level and one more at 15th level.
The Best Defense is a Good Offense
At 3rd level, you have learned to incorporate your shield into a variety of combat moves and can equip/unequip your shield as a free action.
- Shield Slam - You make a melee weapon attack with your shield as an action.
- Striking Disc - You make a ranged weapon attack with your shield as an action. If this attack hits, you may attack this way again once per turn if you have your shield equipped.
- Deflection - You use your reaction when a creature attacks you to do a Dexterity Saving Throw, if your roll is higher than the creature's attack to hit, the attack misses.
Stances
You may enter a Stance as a bonus action. The Stance persists until you switch to a separate Stance.
Advancing Guardian
When moving towards an ally in combat you prevent opportunity attacks towards you. Additionally, if an ally within 10ft of you is attacked by a creature, you may expend a preparation die to add that total to your ally's AC as a reaction for that attack.
Cavalry
When you enter this stance, you gain +15ft to your walking speed and ignore difficult terrain. You may expend a Preparation Die on an Athletics or Acrobatics check you would make in this stance. Add the result to that check.
Commander
When an allied creature makes an ability check or an attack, you may add a Preparation Die to their result. Allied creatures have advantage on hitting creatures engaged in combat with you.
Confident
You may expend a Preparation Die and add the result to any Charisma Ability checks you may make.
Grappler
When you Grapple a creature, you may expend a Preparation Die when making the check or when the creature attempts to break free. Add the result to that check. While a creature is grappled by you, it has disadvantage on breaking free.
Operative
While a creature is within 15ft of you, you have advantage on stealth, perception, and insight checks. You may expend a Preparation Die and add the result to one of these checks.
Pugilist
You unequip your shield and engage the target in close quarters. For every attack you make during your turn, you may take an unarmed strike as a free action. In addition, you may expend a Preparation Die and add the result to an unarmed strike as bludgeoning damage.
Striking Stance
You may expend a Preparation Die and add the result to either the attack or damage roll for a ranged weapon attack you make with your shield. Any ranged attacks you make with your shield will return your shield to you, regardless if it hits or not.
Unbreakable
You gain resistance to a damage type of your choice when you enter this stance. You may expend a Preparation Die when a creature makes an attack towards you. Add the result to your AC.
Know Your Enemy
Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Strength score
- Dexterity score
- Constitution score
- Armor Class
- Current hit points
- Total class levels (if any)
- Fighter class levels (if any)
Improved Combat Preparation
At 10th level, your preparation dice turn into d10s. At 18th level, they turn into d12s.
Prepared
Starting at 15th level, when you roll initiative and have no preparation dice remaining, you regain one preparation die.
Improved Combat Preparation
At 18th level, your preparation dice turn into d12s.
Previous Versions
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