Fighter
Base Class: Fighter

Wayfighters excel in using their martial and charismatic prowess to dominate in and out of combat. They use their Charisma to overcome the minds of their enemies and throw them off their guard. Their voice is just as much a weapon as the one on their back.

Mind Player

At 3rd level, you now have access to Waypoints. Your Waypoints equal 2 + your proficiency bonus + your charisma modifier. You also now have a Mind Player DC equal to 8 + Charisma modifier. You can use these Waypoints in and out of combat to gain the upper hand. Each Waypoint is equal to 1d6. At 7th, 12th, and 16th level, your dice turn into d8s, d10s, and d12s respectively. All Waypoints are replenished after a short or long rest.

Fiendish Insult (Combat, Bonus Action): Expend 3 Waypoints to snap at a target that can hear you within 15 feet that you can see. They must make a Wisdom saving throw against your Mind Player DC. If they fail, they have disadvantage on all attack rolls until your next turn. If they succeed, they remain unaffected and you lose your Waypoints. You can only use this action once per turn.

Forked Tongue (Non-Combat): You really know how to use your words. Expend 1 Waypoint, and then roll it's die and add it to your Charisma check. Each Waypoint is equal to 1d6. At 7th, 12th, and 16th level, your dice turn into d8s, d10s, and d12s respectively.

At 10th level, you can use Forked Tongue after you roll your Charisma check, but before you know the result of the roll, for 1 additional Waypoint.

Charismatic Menace

At 3rd level, choose one of the following feats.

Merciless Insult: When attacking, use your Charisma modifier instead of Strength or Dexterity.

Agile Agitator: When wearing armor that uses a Dexterity modifier that you are proficient in, you may have up to a +5 bonus instead of +2.

Agile Agitator

When wearing armor that you are proficient in and uses your Dexterity modifier, the bonus is capped out at 5 instead of 2.

Merciless Insult

When attacking, use your Charisma modifier instead of your Strength or Dexterity.

Insolent Barb (Bonus Action)

At 7th level, you gain this feature. You pick a target that can see you within 25 feet. You get their attention and then mock them. When you pick your target, select an amount of Waypoints, 1-8. Whatever amount you choose is added to the Mind Player DC. Target makes a Wisdom saving throw against Mind Player DC. If they fail, the respective effect is applied for 3 turns. Target remakes saving throw after each turn to end effect early. Only one of the following effects apply. If the target succeeds, you loose your expended Waypoints.

1-3 - Give them disadvantage when attacking anyone but you.

4-6 - Add a +2 bonus to your AC when your target makes an attack against you.

7-8 - Have advantage on your first attack against your target per turn until the effect ends.

Daunting

At 10th level, when you have your weapon(s) out that you have proficiency in, gain advantage on intimidation checks.

Pep Talk (Bonus Action)

At 15th level you can use your voice to help instead of hurt. Expend 3 Waypoints to apply one of the following effects.

Galvanize: Pick one ally within 60 feet of you that you can see. That person gains a +10 bonus to movement speed and opportunity attacks on them are made with disadvantage.

Immediate Impel: Grant a teammate an additional action that they must use immediately.

Hasty Recovery: Roll the 3 Waypoints. The target is healed of that amount. if they are dying, they are recovered at 1 Hit Point.

Beguiling Banter

At 18th level, all Charisma checks that are below a 9 will count as a 9.

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