Fighter
Base Class: Fighter

In pursuit of lordship, some have adopted the art of grafting, taking strength from other creatures and making it their own. Through affixing the body parts of others as limbs, they can become truly horrific beings that stand atop the apex of power, stopping at nothing to remain there.

Grafting

Beginning when you choose this archetype at 3rd level, you can spend 1 hour grafting a defeated enemy onto your body, replacing one of your limbs. You gain benefits depending on the species of the creature, as determined by the DM. Some examples are listed below, but not limited to those in the table.

Creature Feature
Undead You attach an undead arm to your body, giving you the fortitude of the undead. You gain resistance to necrotic damage.
Dragon You attach a dragon's head as an arm on your body, allowing you to make a breath attack using it, much like that of the dragon you have grafted.
Humanoid You graft an additional arm, allowing you to attack again as a bonus action.
Ape You graft the arm of an ape on to yourself, giving you strength beyond that of a normal man. You gain +2 to your strength score, which can exceed your strength score maximum.
Spider Instead of using an attack, you can instead cast the web as an attack instead.

 

You can only graft creatures up to your proficiency bonus, but you can replace a grafted limb with that of another. When you do so, the detached limb is permanently lost.

At 7th level, you can grow or graft an additional limb and once again at 10th, 15th and 18th level.

Emergency Roll

When a creature attempts an attack on you while you are in melee range with it, you can use your reaction to roll out of the way, moving 5ft in any direction and also adding your proficiency bonus to your AC until the end of it's turn. If the creature misses it's first attack after using this feature, you can immediately make an attack on that creature.

You must use this ability before the result of the attack roll is revealed and you can only use this feature a number of times equal to your proficiency modifier per short rest.

Storm Blade

The wind blasts travel as far as 30ft and deal 2d6 bludgeoning damage. You can only use this feature a number of times equal to your proficiency modifier per short rest.

Storm Blade - DEX

You can make a ranged weapon attack using powerful wind blasts. The wind blasts travel as far as 30ft and deal 2d6 bludgeoning damage. You can only use this feature a number of times equal to your proficiency modifier per short rest.

Storm Blade - STR

You can make a ranged weapon attack using powerful wind blasts. The wind blasts travel as far as 30ft and deal 2d8 bludgeoning damage. You can only use this feature a number of times equal to your proficiency modifier per short rest.

Rapid Grafting

As a bonus action, you can graft the corpse of a creature (or a body part from it) onto one of your limbs, replacing that limb and allowing you to use an ability that creature had as an action, with the ability being determined by the DM. Once the ability is used, the grafted limb becomes unusable and must be replaced with another limb, or you can spend 1 hour grafting the limb correctly, allowing you to reuse the ability again without rendering the limb inert.

You can only use this ability a number of times equal to your proficiency modifier per long rest.

Stormcaller

You can use your action to call forth a raging wall of wind in a 20ft diameter and and 20ft high around you. Any other creature within the range must succeed a Dexterity saving throw or take 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

When another creature attempts to make a ranged attack on you, you can use your reaction to create a wall of wind around you that is 20ft in diameter and 20ft high around you until the end of it's turn. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. Attacks with all other projectiles are made with disadvantage when passing through the wall. Creatures in gaseous form can't pass through it.

You can only use either of these abilities a number of times equal to your proficiency modifier per long rest.

Great Rune

You gain +1 to all of your ability scores and your size increases by one category - from Medium to Large, for example - but no larger than Huge.

Size Increase - Huge

You increase your size from large to huge.

Size Increase - Large

You increase your size from medium to large.

Size Increase - Medium

You increase your size from small to medium.

Size Increase - Small

You increase your size from tiny to small.

Comments

Posts Quoted:
Reply
Clear All Quotes