Base Class: Fighter
After honing their focus, a believer can use the force of their will to shape the world around them. A believer can access the ethereal plane to protect from threats seen and unseen. As a believer grows in strength, their ability to impose their will on the world around them grows.
Bonus Proficiencies
You are used to not being notice and you learn to take advantage of your ability to blend in to your surroundings. You have proficiency in Dexterity (Stealth) checks.
You are used to being taken seriously when you are noticed. You have proficiency in Charisma (Intimidation) checks.
Unarmored Defense
Your supreme focus allows you some protection from attacks. Beginning at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.
Focus
You tap into the power of your focus. This is represented by your Focus dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various mental powers you have, which are detailed below.
Some of your powers expend the Focus die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Focus dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Focus die, but you can’t do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Focus dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Focus dice.
Protective Field. When you or another creature you can see within 30 feet of you is targeted by an attack, you can use your reaction to expend one Focus die, roll the die, and reduce the attack role by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you momentarily force the attack's path to shift.
Focus Strike. You can empower your weapons attacks with the force of your will. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Focus die, rolling it and dealing psychic damage to the target equal to the number rolled plus your Intelligence modifier.
Ethereal Movement
3rd-level Believer feature
Ethereal Movement. You can partially enter the ethereal plane at will. As an action, you begin to cross the veil separating the material and ethereal plane. You can do this a number of times equal to your intelligence modifier and can remain in this state for up to a minute. While partially in the ethereal plane you can see and interact with objects and beings in both planes. Creatures that attempt to perceive you while you are partially in the ethereal plane have disadvantage on perception checks.
If you take damage that would reduce your current hit points to half of your maximum hit points, or take damage while below half of your maximum hit points you must make a concentration check or completely return to the material plane.
Focus Adept
7th-level Believer feature
Focus Pull. You have mastered a new way to use your mental abilities. When you deal damage to a target with your Focus Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier.
If the target fails its save, you can pull the target into the ethereal plane until the end of their next turn.
If the target succeeds on its save, nothing happens.
Guarded Mind
10th-level Focus feature
Your focus has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Focus die and end every effect on yourself subjecting you to those conditions.
The Shielding Veil
15th-level Believer feature
While accessing the material plane you gain resistance to piercing, slashing, and bludgeoning damage. Your etherealness makes it more difficult for you to be damaged by physical attacks.
Master of the Veil
18th-level Believer feature
Your incredible focus allows you to grant a creature of your choice the safety of the veil. While accessing the ethereal plane, you can use an action to partially pull one willing creature into the ethereal plane granting them the damage resistances offered by the veil. While granting this boon, you make all constitution saving throws with disadvantage. This effect ends if you fail a concentration check, the other creature is knocked unconscious or your leave the ethereal plane for any reason. Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a Focus die to do it again.
Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a Focus die to do it again.
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