Base Class: Fighter
Strange Mutations and enhanced abilities, The Afflicted Wanderer is able to command the affliction within them to empower them
Power Through Malady
3rd-level Afflicted Wanderer feature
You harbor an affliction bound to your form odd energies and mutations ail you. This energy is represented by your Malady dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various cursed powers you have, which are detailed below.
Some of your powers expend the Malady die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Malady dice when you finish a long rest. In addition, as a bonus action, you can exchange a Hit Dice for a Malady Dice
When you reach certain levels in this class, the size of your Malady dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Malady dice.
Unnatural Reflexes. You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. You can expend multiple Malady Dice to reduce the damage. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction.
Empowered Strike. You can propel your weapons with unnatural magic. Once on each of your turns, immediately after you hit a target with an attack and deal damage to it with a weapon, you can expend one Malady die, rolling it and dealing radiant damage to the target equal to the number rolled plus your Constitution modifier. If this attack brings the creature to 0 hit points, one creature of your choice within 15ft, you can force the target to make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier, or become [Tooltip Not Found] of you until the start of their next turn.
Unnerving Accuracy. If you miss with an attack roll using a ranged weapon on your turn. You can expend one Malady die, and roll again.
Severity Manifest
7th-level Afflicted Wanderer feature
You have discovered new ways to use your cursed abilities, detailed below.
Emissary's Thrum. As a bonus action, you can grow insect like wings for a time. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can’t do so again until you finish a short or long rest, unless you expend a Malady die to take it again.
Unfathomable Strength When you deal damage to a target with your Empowered Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.
One with the Core
10th-level Afflicted Wanderer feature
The unworldly energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Malady die and end every effect on yourself subjecting you to those conditions.
Additionally you gain blindsight out to 10ft.
Echoes from the Cataclysm
15th-level Afflicted Wanderer feature
You can shield yourself and others with Ancient force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Constitution modifier (minimum of one creature). Each of the chosen creatures is gain resistance to a damage type of your choice for 1 minute or until you’re incapacitated.
Once you take this bonus action, you can’t do so again until you finish a long rest, unless you expend a Malady die to take it again.
Fuse Damage
18th-level Afflicted Wanderer feature
When you are hit by an attack, you take only half of the triggering damage. The first time you hit with a weapon attack, you can expend multiple Malady dice, the target takes an extra radiant damage equal to the rolled amount of Malady dice expended.
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