Base Class: Fighter
The banneret is a warrior who has forged a connection with the elemental god, Caddon. They focus on the development of raw physical power honed to deadly perfection. Some pledge to protect what is under the Devourerer's sovereign, while others commit themselves to becoming devastation in honor of their warlord.
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.
Bonus Proficiencies
You gain proficiency in the Intimidation skill and you learn to speak, read, and write Giant.
Remarkable Athlete
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
You also gain expertise in the Intimidation skill.
Element of Devastation
At 10th level, your connection to the Plane of Water grows stronger, granting you abilities beyond just martial prowess. Your Elemental Save DC is equal to 8 + your charisma modifier + your proficiency bonus.
As an action, you can summon a wave of water that erupts from your hands in a 60-foot cone. Each creature within range must make a Constitution saving throw. On a failed save, a creature takes 2d6 force damage, 2d6 cold damage and is affected by one of the following -
Frozen Wastes - The water of your wave freezes around the feet of the affected creatures. Their speed is reduced by half until the end of their next turn.
Riptide - The wave forms a formidable current, swirling around the affected creatures. They are pushed back 20 feet.
Impending Swell - The force of the wave overpowers the affected creatures. They are knocked prone.
On a successful save, the creature takes half damage and is not affected by the wave in any other way.
You can use this feature once per short rest.
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.
Once per long rest, when you roll lightning or thunder damage, you can choose to deal maximum damage instead of rolling.
Element of Devouring
At 18th level, your connection to the Plane of Water is immeasurable. As an action, you can summon a sphere of water, 20 feet in diameter, within a range of 120 feet. Any creatures caught in this sphere must make a Constitution saving throw. On a failure, they take 6d6 cold damage and are forced to hold their breath or begin to drown. Any creature caught within the sphere is trapped inside until another creature uses their action to pull them out. They can hold their breath for a number of rounds equal to their Constitution modifier, minimum of 1, after which they fall unconscious. Every round that a creature remains trapped in the sphere, you gain HP equal to 1 + 1d10.
On a success, the creatures take half damage, and can use their action to escape the sphere.
Creatures that can breath underwater, such as merfolk, or creatures who do not need to breath, such as undead, are immune to drowning.
You can use this feature once per long long rest.
Previous Versions
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12/18/2021 1:43:44 AM
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