Base Class: Fighter
The Vale is a beautifully natural place, a dangerous place, a place where only the strongest survive and that place is your home. As a fighter your martial abilities are unparalleled but your abilities as an Archer are known far and wide to those who would deserve the pointy ends of your arrows. You traveling the world hunting evil and dispersing justice. Sometimes associating with Rangers with whom you share a lot in common.
Vale Magic
As a fighter from the Vale, you will learn not just the ways of a martial combatant but some way with magic.
The base increases from this class are:
Increase your intelligence score by 1, to a maximum of 20.
You have proficiency in the Survival skill. If you already have proficiency in that skill, you double your proficiency bonus to checks you make with it.
You learn the Alarm spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Archer from the Vale Spells
FIGHTER Level |
SPELL |
---|---|
3rd | Wind Strike |
3rd | Blessed Arrows |
5th | Marksman's Quarry |
10th | web |
15th | foresight |
Vale Experience
3rd level Archer from the Vale feature,
You experience has taught you the importance of hitting hard and fast. You receive a bonus to your initiative rolls equal to your Intelligence modifier.
At the start of your first turn of each combat encounter, your speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 2d6 force damage.
Vale Mobility
7th level Archer from the Vale feature,
Your time in the vale has taught you a lot especially how to climb your way out of, around and over things. You gain the ability to climb like a spider. You also gain the ability to jump to allow you to maneuver on higher levels and swim speed of +10 of your walking speed.
Vale's Natural Camouflages
10th-level Archer from the Vale feature,
You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically use nature as a veil and become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. Attacking does not undo invisibility. After taking damage you must make a constitution saving throw. If failed the invisibility ends.
While invisible you also have darkvision. If you already have darkvision it is now doubled.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Vale's Counter
15th-level Archer from the Vale feature,
You become light on your feet and can nimbly counter back any attack against you, any creature attacking you has disadvantage on attack rolls against you. You can attack back (only with a weapon) for every attack they make against you.
If you are subjected to an effect that makes a Dexterity saving throw you will only take half damage if you fail. If you counter and miss you can turn that miss into another strike once per the creatures turn.
Your counter attacks do not have advantage or disadvantage. You also cannot counter if you are restrained, paralyzed, incapacitated, prone, or unconscious.
You can use this once per long rest.
Vale's Arrow
18th level Archer from the Vale feature,
Once per day you can imbue an arrow with a part of your Vale, on a successfully hit your target takes 4d12 force damage and for the next two rounds at the beginning of the target's turn it takes 1d12 force damage.
On a miss the intended targets movement drops to 0 for that round.
Previous Versions
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