Base Class: Fighter
To lansquenets, all the world is a gladiatorial arena and they are its champions. Some awakened to their impulses via a brush with death in their youth; others have been touched by belligerent gods or bloodthirsty fiends; and still more are simply so habituated to the horrors of war that they don't know what to do with themselves off the battlefield. No matter their origin, however, most lansquenets agree: battle is the purest bliss, spilled blood the truest beauty, and those who fight blinded by rage and malice are missing out. Many wear gaudy uniforms to advertise their proclivities or distract their employers' opponents.
Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Mania
Starting at 7th level, you can use a bonus action to enter a manic state. You have advantage on Dexterity rolls (both attacking and saving), and you can’t be charmed or frightened for the duration of your mania. If you are charmed or frightened when you become manic, the effect is suspended for the duration of the mania.
Your mania lasts for up to 1 minute. If you are knocked unconscious, or have neither attacked nor taken damage from a hostile creature since your last turn, your mania ends early.
The number of manic episodes you can have starts with your Constitution modifier and increases by 1 every third level. After the allowed number of manic episodes, you must complete a short rest before you can go manic again.
Intimidating Prowess
Beginning at 10th level, starting from your second turn, you can use your action to frighten up to 1d4 creatures that you can see within 30 feet of you. If the creatures can see or hear you, each must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. This action can only be used on your first turn if you've encountered the same creature in a previous battle.
If you frighten only 1 creature, on subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If you frighten 2 or more creatures, this effect ends upon the end of your next turn regardless, and you must succeed at an attack once before you can try to frighten them again.
If a creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
At 15th level, you can frighten up to 1d6 creatures. At 20th level, you can frighten 1d8 creatures.
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.
Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
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Posted Jan 7, 2024Yeah, it was mainly an early test case for myself, to create a champion-like class that relies on dex instead of str. I might make a better version later.
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Posted Jan 5, 2024this seems a bit too close to the champion fighter but with their capstone being earlier
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Posted Jan 21, 2019I checked to make sure the image I used was labeled for reuse.