Fighter
Base Class: Fighter

In the realm of warfare, there exists a group of enigmatic warriors known as Drifters, shrouded in secrecy and steeped in reverence for the jackal-headed deity of death, Anubis. These devoted servants pay homage to the ancient god through intricate rituals and unwavering dedication, channeling his otherworldly power to receive blessings and unlock esoteric techniques that transcend the boundaries of mortal combat.

Empowered by their connection to the divine, Drifters possess unrivaled mastery over the art of warfare, their skills honed to perfection through a blend of ancient mysticism and cutting-edge technology. With each fluid movement and precise strike, they wield their unearthly abilities with finesse and precision, maneuvering through the chaos of battle like ethereal specters, striking fear into the hearts of their foes.

Intriguingly relentless and endlessly elusive, Drifters are capable of turning the tide of any conflict with their formidable prowess, their presence on the battlefield a harbinger of inevitable doom for those who dare to oppose them. With a deep understanding of both the physical and metaphysical aspects of combat, these enigmatic warriors stand as a formidable force to be reckoned with, their allegiance to Anubis guiding them to victory with a dance of death that leaves all who witness it in awe.

Drifter Path

Starting at 3rd level, Drifters gain the ability to dash forward extra distance to cross gaps or dodge attacks. Gain 10 feet to your movement speed, and +2 to dexterity saving throws. When taking a dash action, you ignore difficult terrain and gaps that require a jump of 10 feet or less.

Additionally, you gain proficiency in swords and ranged weapons.

Multi-Dash

Starting at 7th level, your dash ability has grown stronger. You can now use your dash action as a bonus action. Furthermore, you gain one additional attack as part of the Attack action.

Dash Attack

Starting at 10th level, your training allows you to make quick attacks while dashing. When you take the dash action as a bonus action, your attacks deal 1d8 additional piecing damage, and you can make an additional attack on a creature at the end of your movement. If the creature is your size or smaller, it must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be pushed up to 10 feet away. If the creature hits any obstacle when pushed, it is knocked prone.

Parry Missile

As a reaction, you may reduce the damage of a missile by how much damage you do with your melee weapon. If you reduce the damage to 0, you can reflect a small missile in the direction you choose for half the damage. With bigger missiles, you can only reduce the damage.

Hyper Light Mastery

At 17th level, you have mastered the art of harnessing the power of the Hyper Light Drifter. You gain the following benefits:

  • You have advantage on all Dexterity saving throws.

  • You can use your action to enter a state of hyper focus, gaining advantage on all attack rolls and ability checks for 1 minute. You can use this feature a number of times equal to your proficiency bonus, and regain all uses after finishing a long rest.

  • When you hit a creature with a weapon attack, you can choose to expend one use of Hyper Light Mastery to deal an additional 3d8 radiant damage to the target.

  • You gain an additional attack to your action.
Drifter Image

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