Base Class: Fighter
Seeing their allies as both their greatest treasure and their mightiest weapon, the Ascended Battler is always ready to leap to the aid of those who fight at their side. They zip into the fray, hurling jabs both literal and figurative.
A fondness for capes and masks is also a curiously common trait among these adventurers, especially if they prefer to keep their true identity a secret.
Dynamic
3rd-level Ascended Battler feature
When you choose the Ascended Battler archetype at 3rd level, you gain proficiency in Acrobatics. (If you already have proficiency in Acrobatics, choose another skill from the Fighter's initial skill options) Your proficiency bonus is doubled for any ability check you make that uses Acrobatics.
You also gain proficiency with one type of Artisan's tools, likely from a profession you had before your adventuring days, or from an alter-ego you continue to spend some of your time using.
Protector
3rd-level Ascended Battler feature
Also at 3rd level, you can spring into action when an ally is in danger.
When an ally is targeted by an attack roll, but before the outcome of the roll is known, you may use your reaction to interpose yourself between your ally and their attacker. You can move up to half of your speed (rounded up), coming to a stop in the ally's space, as your ally is pushed 5 feet into an empty space of your choosing. Neither movement provokes attacks of opportunity. The triggering attack roll is then made against you instead of the original target.
To use this feature, you must be able to reach that ally's space using the allotted movement, and there must be an empty space for your ally to be moved to.
If your ally chooses to resist being moved, or cannot be moved, the triggering attack still targets them, and instead you are moved into a space of your choosing within 5 feet of their space.
Banter
7th-level Ascended Battler feature
At 7th level, your in-fight banter can shake an opponents' resolve. Whenever you take the attack action, you may forego one of your attacks to taunt an enemy within 40 feet. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or have disadvantage on the next attack roll or it makes before the end of its next turn.
The saving throw DC is calculated as follows:
Banter save DC = 8 + your proficiency bonus + your Constitution modifier
Stalwart
10th-level Ascended Battler feature
Beginning at 10th level, whenever you use the Protector feature, you have resistance against any damage you take from the triggering attack.
Booster
15th-level Ascended Battler feature
Starting when you reach 15th level, any time a creature fails to save against your Banter feature, you may use a Bonus Action to choose an ally other than yourself within 30 feet. As long as that ally can hear you (though they need not understand you), they gain advantage on the next attack roll they make before the end of their next turn.
Avenger
18th-level Ascended Battler feature
Upon reaching 18th level, whenever you use the Protector feature, you may make one melee weapon attack against the creature that made the triggering attack. Your counterattack is made immediately after that triggering attack.







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