Fighter
Base Class: Fighter

Arbiters are fated souls. Chosen by Fate or an otherworldly being to be the Herald of their will and champion of their faithful. An Arbiter can the descendant of a lineage of importance, or simply chosen by fate itself to be the Arbiter of change needed in the world.

Arbiters are unique in comparison to similarly otherworldly powered beings such as Paladins and Clerics, for they do not necessarily worship a chosen deity or practice a religious path. Rather, it seems their fate and power has been thrust upon them, and how they deal with this gift is entirely up to them to either embrace it or rebell against it. Arbiters don their gifts in the form of arms, armor and enhanced physical attributes. When an Arbiter steps onto the battlefield they bring ill omens to their enemies and divine favor for their allies and followers.

Warrior of Myth

Starting at 3rd level, you gain otherworldly knowledge of your world. Additonally you are able to Imbue your weapons with magical power, a gift only bestowwd upon a fated soul. You gain the following benefits:

-You have advantage on Intellence (History) and Intelligence (Religion) checks. 

Arbiters Wrath. When you draw a weapon you are proficient with, you can choose to Imbue it with acid, cold, fire, or lightning magic. While holding an imbued weapon, it is considered magical for the purpose of overcoming resistances. An Imbued weapon loses its magical properties when they are held by a creature other than yourself. Any Imbued thrown weapon and any ammunition fired from an Imbued weapon loses its magical properties after it hits its target. 

Whenever you hit with your Imbued weapon, or fire ammuntion from an Imbued weapon, and deal damage, you also deal additional magic damage of the type you Imbued it with. As a bonus action, you can change the type of magic the weapon is imbued with. The bonus magic damage, and magic types you can Imbue into your weapons, increase by an amount based on your level in this class, as shown in the Warrior of Myth Table below:

Warrior of Myth
Level bonus damage - magic types available 

3rd

1d4 - Acid, Cold, Fire and Lightning

7th

1d6 - Poison and Thunder

10th

1d8 - Radiant and Necrotic 

15th

1d10 - Psychic

18th

1d12 - Force

Fated Soul

Starting at 7th level, you become enlightened with the memories and skills from the Heralds of ages passed. Additionally your otherworldly gifts grow more powerful. You gain the following beneifits:

- You gain proficiency with one Tool or Instrument of your choice. 

- As an action you can Imbue one piece of armor that you have equipped with a magical property. The type of property you gain depends on the type of armor you are Imbuing. 

Heavy Armor: You have advantage on Strength checks and Strength saving throws. 

Medium Armor: You have advantage on Dexterity checks and Dexterity saving throws. 

Light Armor: You have advantage on Intelligence, Wisdom, and Charisma saving throws.

Shield: You can make a shield bash attack as a bonus action. This attack uses your Strength modifier and deals magic damage equal to your Warrior of Myth damage bonus, the damage type is the same as your current Warrior of Myth weapon Imbument. 

You can only Imbue one piece of armor at a time, if you Imbue a different piece of armor the previous item loses its Imbument properties. If the item requires attunement, you can attune yourself to it the instant you Imbue the item.

Heavy Armor Imbument

While wearing this magically imbued heavy Armor, you have advantage on Strength checks and Strength saving throws.

Light Armor Imbument

While you have this magically Imbued Light Armor equipped you have advantage on Intelligence, Wisdom, and Charisma saving throws.

Medium Armor Imbument

While wearing this magically Imbued Medium Armor you have advantage on Dexterity checks and Dexterity saving throws. 

Shield Imbument

While weilding a shield, you can make a shield bash attack as a bonus action. This attack uses your Strength modifier and deals magic damage equal to your Warrior of Myth damage bonus, the damage type is the same as your current Warrior of Myth weapon Imbument. 

Vanguardian

At 10th level, you have become a legend among fighters of your world, your are an unstoppable force. It seems destiny itself guides your attacks and safeguards your soul. You gain the following benefits:

- Unstoppable. Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. Additionally when you use your Indomitable ability you can roll with advantage.

- You gain an improved version of the fighting style that you chose at 3rd level. Additionally you can change your fighting style after a long rest. 

Improved Archery: You gain an additional +2 (+4 total) to attack and rolls you make with ranged weapons. 

Improved Defense: While you are wearing armor, you gain an additional +1 (+2 total) bonus to your AC. 

Improved Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain an additonal +2 (+4 total) bonus to attack rolls with that weapon.

Improved Great Weapon Fighting: You can choose to treat a roll of a 1 or 2, as a 3 instead of rerolling. The weapon must have the two-handed or versatile property for you to gain this benefit.

Improved Interception: When you use your Interception ability, you can also make an opportunity attack against the attacker as part of the same reaction. You must be wielding a shield or a simple or martial weapon to use this reaction.

Improved Protection: The range of your Protection ability is increased to 30 feet, and you can be wielding a simple or martial weapon to use this reaction.

Improved Two Weapon Fighting: When you engage in two-weapon fighting, you also gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.

Improved Blind Fighting: The a range of your blindsight increases to 30 feet.

Improved Superior Technique: You learn one addional (two total) maneuver of your choice, and you gain one additonal (two total) superiority die.

Improved Thrown Weapon Fighting: You gain an additonal +2 (+4 total) bonus to damage rolls you make with thrown weapons.

Improved Unarmed Fighting: If you aren’t wielding any weapons or a shield, you can make an unarmed attack as a bonus action. 

Improved Archery

You gain an additional +2 (+4 total) to attack and rolls you make with ranged weapons.

Improved Blind Fighting

The a range of your blindsight increases to 30 feet.

Improved Defense

While you are wearing armor, you gain an additional +1 (+2 total) bonus to your AC.

Improved Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain an additonal +2 (+4 total) bonus to attack rolls with that weapon.

Improved Great Weapon Fighting

You can choose to treat a roll of a 1 or 2, as a 3 instead of rerolling. The weapon must have the two-handed or versatile property for you to gain this benefit.

Improved Interception

When you use your Interception ability, you can also make an opportunity attack against the attacker as part of the same reaction. You must be wielding a shield or a simple or martial weapon to use this reaction.

Improved Protection

The range of your Protection ability is increased to 30 feet, and you can be wielding a simple or martial weapon to use this reaction.

Improved Superior Technique

You learn one addional (two total) maneuver of your choice, and you gain one additonal (two total) superiority die.

Improved Thrown Weapon Fighting

You gain an additonal +2 (+4 total) bonus to damage rolls you make with thrown weapons.

Improved Two-Weapon Fighting

When you engage in two-weapon fighting, you also gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.

Improved Unarmed Fighting

If you aren’t wielding any weapons or a shield, you can make an unarmed attack as a bonus action.

Chosen One

Starting at 15th level, you have reached the peak of mortal anatomy. You have an uncanny knack for skills you have never trained in, and your ability to imbue your weapons and armor grows even more powerful. You gain the following benefits:

- You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

- When you score a critical hit with your Imbued weapon attack, you gain a bonus to the magic damage you deal equal to your level in this class.

- When you Imbue a piece of armor you gain resistance to one magic type of your choice available to you from the Warrior of Myth Table. 

Acid Resistance

You have resistance to one type of damage of your choice, from the Warrior of Myth Table, while you wear your Imbued armor.

Cold Resistance

You have resistance to one type of damage of your choice, from the Warrior of Myth Table, while you wear your Imbued armor.

Fire Resistance

You have resistance to one type of damage of your choice from the Warrior of Myth Table while you wear your Imbued armor.

Force Resistance

You have resistance to one type of damage of your choice from the Warrior of Myth Table while you wear your Imbued armor.

Lightning Resistance

You have resistance to one type of damage of your choice from the Warrior of Myth Table while you wear your Imbued armor.

Necrotic Resistance

You have resistance to one type of damage of your choice from the Warrior of Myth Table while you wear your Imbued armor.

Poison Resistance

You have resistance to one type of damage of your choice from the Warrior of Myth Table while you wear your Imbued armor.

Psychic Resistance

You have resistance to one type of damage of your choice from the Warrior of Myth Table while you wear your Imbued armor.

Radiant Resistance

You have resistance to one type of damage of your choice from the Warrior of Myth Table while you wear your Imbued armor.

Thunder Resistance

You have resistance to one type of damage of your choice from the Warrior of Myth Table while you wear your Imbued armor.

Demigod

At 18th level, you attain power that rivals the Gods themselves. You learn how to tap into your true potential and become an avatar of fate. You gain the following ability:

Fate Tokens. You gain 3 fate tokens. Whenever you, or a creature you can see, fails an ability check, a saving throw, or an attack roll you can chose to spend a fate token to cause the roll to succeed instead. Whenever applicable, you consider the roll to be a critical success. You regain all expended fate tokens at the end of a long rest. 

You gain an additional Fate Token at 19th level (4 total), and another at 20th level (5 total).

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