Base Class: Fighter
"You will know joy, you will be a hero, and you will pass into legend as all great heroes do.
The only price I ask for such treasures, is you".
This is the first thing all who seek the power of the demon Ashlesh learn, a poem to tell the path they tread. Giving up their name, their life, and emotion to the demon, but they obtain infanthomable strength in return.
Joy Unbound
You have -1 to all charisma checks, if you are supposed to look anything but happy. You permanetly have an earie smile on your face, and dont feel anything but joy.
Your former life and identity is gone, people no longer remember who you were, before accepting the demons bargain.
Demons Whip.
You know how to use the demons power to make something from nothing.
While within 10 feet of a 5ft. cube of water into a magic whip. The whip is +1 at level 6, +2 at level 12, and +3 at level 18. The whip has a bonus reach of 5ft.
The Whip does 2d6 at level 1, 2d8 at level 5, 2d10 at level 10, and 3d10 at level 15. It uses Dexterity instead of Strength.
Killing these monster grants these bonus effects:
Any ancient dragon: Add 1d6 of it breath damage to your attack rolls (Slaying the same type twice will not grant this twice)
Kraken: You and up to 5 other people can breathe under water at will (select these people during any rest)
Lich: 5 times a day, you may counter any spell you can see being cast as a reaction
Mummy Lord: Zombies and Mummies will not attack you, unless you attack first
Solar: +2 Charisma, and proficiency in deception checks
Terrasque: For each size the enemy is larger than you, deal 1d8 more damage
Vampire: You gain +2 wisdom, and advantage on death saving throws.
Agile Fighter
Add your dex modifier to str rolls.
While unarmored or using light armor, gain movement speed equal to 5xdex modifier. When taking the attack action, once per attack, you may move 20 ft. in direction of the target. This will always move you 20 ft.
Mastery of Ashlesh
You always carry 5ft. of water (choose shape) near your body, unless it is used as the whip. In addition, you can twice per short rest succed on a failed attack roll when using a whip made from this water.
Flow like water
When making an attack roll after moving, gain +1 to the attack roll for every 5ft movement done before the attack. After attacking, gain 5ft movement.
Opponent must succed a dex check against your arcobatics to land an opportunity attack.
Ashlesh Champion
+2 dexterity. This can go past 20, but not thirty.
NPC who you have helped will ignore your -1 charisma (If they have seen you kill a monster, this counts)
Your whip attacks now strike a 15 ft long cone for the same damage.







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