Fighter
Base Class: Fighter

Some warriors delve into secret tomes about the sword or the axe. However, in Karturas, and other parts of the realms, are tomes that speak not of swords alone, but of supernatural powers that seem almost like fairy tales...and how to attain such power. Such tomes speak of grand warriors who harness this supernatural power, and use it to battle their enemies. These fearsome warriors are known as the Warriors of the Brand. (warning: this subclass requires afew additional modifier adds, so only use this subclass if you can keep track of that.)

Chosen Brand

You have delved into the Tome of the branded, learning about the mysterious brands they use to  manipulate the supernatural world, however, you may only apply one of these brands, and must have a free hand to use such a brand. The ritual requires the player to take a short rest, on conclusion, the PC will have the chosen brand on the back of their free hand, and may use it as an action in combat, or use it outside as well. it will take a long rest for the arm to return to normal.

 

 

 

 

Brand of the Abyss

Your brand takes on the form of a demonic, gahstly claw that exudes warmth, and smells of sulfur. When the brand of the Abyss is summoned, you gain Advantage on Cha saving throws and gain use of the Eldritch Blast Cantrip. when attacking with the arm, you will roll a d12 for your damage. if you roll a critical strike, you will add a d12 of fire damage. However, you are susceptible to posession from devils, allowing your character to be in control of the DM for that round if you fail a percentile check.  for the brand to disappear, you must take 4 short rests, or three long rests. 

Brand of the Beast

YOu have attained a brand that hides within it lycanthropic details. When the brand of the beast is summoned, you gain Advantage on Dex saving throws. when attacking with the arm, you will roll a d8 for your damage. for the brand to disappear, you must take two short rests, or one long rest.

Brand of the Dragon

Your brand takes on the form of a draconic limb, covered in colored scales and ends in a wicked claw. When the brand of the Dragon is summoned, you gain Advantage on Str saving throws. when attacking with the arm, you will roll a d8 for your damage. if you roll a critical strike, you will add a d4 of the chosen dragon's element. for the brand to disappear, you must take two short rests, or one long rest. 

Brand of the Elemental

Your brand takes on the form of a solid color of crystaline shape, with the desired element from the fingertips and shoulder. When the brand of the elemental is summoned, you have advantage on Int saving throws, and you may use a chosen elemental attack from the list. when you attack, you deal a d8, plus a d4 of your chosen element's damage if you make a critical strike. if you fail the strike however, you take a d4 of that element's damage, a d6 if you roll a nautral 1. for the arm to dissapear, you must take two short rests, or one long rest.

Brand of the Horror

Your brand takes on the form of a terrifying mass of organic tendrils and metal, forming the shape of a claw. When the brand of the Horror is summoned, you gain Advantage on Con saving throws. when attacking with the arm, you will roll a d8 for your damage. if you roll a critical strike, you will add a d4 of necrotic damage. for the brand to disappear, you must take two short rests, or one long rest. You will take a d4 of damage after the arm disappears.

 

Evolution

you have delved even farther into the tome, finding powerful information regarding the nature of the brands, allowing them to become stronger. you may choose one stat to add a +1, and put a +2 in the stat that your brand has advantage on.

Charisma

Your Charisma increases by +1

Constitution

your constitution increases by +1

Dexterity

you increase your Dexterity by +1

Intelligence

Your intelligence increases by +1

Strength

you increase your strength by +1

Wisdom

Your wisdom increases by +1

Cursed Mark

You have trained long and hard to understand the secrets that the brands possess, finding a page dedicated to special marks, marks that will be applied to your brand, to make it more powerful, but also have their own penalties. choose from one of the 4 marks.

Bane

You take on the mark of bane, this allows you to deal an extra d4 of a chosen damage type when you hit with your claw, but you must also add vulnrability of the same damage

 

Embrace

You take on the mark of Embrace, this allows you to transform your other arm into a claw as well, with the same benefits as your other. however, you are not able to wield weapons.

 

Martyr

You take on the mark of the Martyr, this mark allows you to add 3 points to any state you own, but you must also subtract 3 points from another stat.

Sight

You take on the mark of sight, this allows you to gain Darkvision for 60 Ft., but you subtract -3 from any roll against blindness.

 

Tremor strike.

through reading, you have discovered your brand can transmit damage into a tremor based attack. you gain the attack Tremor Strike, which has a range of 10 ft. your damage die for this is a d8. if you land a critical strike, you deal an extra d8 of force damage. enemies must make a Dex save with a DC of 16 to survive.

Beast: you unleash bone spikes from the ground, dealing an extra 2 damage on a damage roll(this only counts for the base damage stat).
Horror:you unleash a tangle of poisonous tendrils, this replaces your D8 of normal damage with a D8 of poison damage, you must take away 20 pts of health. if this would be fatal, instead reduce your health to 1 point.
Elemental: you unleash a geyser of your chosen element. instead of dealing a D8 of normal damage, you deal a d8 of your chosen element's damage, plus an extra d8 of force damage when you make a critical strike.
Dragon:you unleash a magic claw from the ground, dealing an extra d8 of piercing damage when you roll a critical strike(this is added with your d8 of force damage).
Abyss:you unleash a geyser of green flame. instead of doing a d8 of force damage, you deal a d8 of necrotic when you roll a critical strike.

 

Awoken form

As you read the final pages of the tome, to your surprise, you find transformations, horrid forms known as 'awoken forms'. through a ritual of long rest, you can gain the ability to transform, you will still be able to use your weapon.

 

Awoken Abyss

You awaken the Abyss, looking like a full fledged devil, your form dependant on the devil that has taken their liking of you. When active, you can easily be possessed at roll, but when you land a hit, you roll two d12, and roll a d12 of necrotic damage on critical strikes. you may also choose one Warlock cantrip and 3rd level spell, only to use in this form. upon exiting the form, your HP is halved temporarily until you take a long rest.

Awoken beast

you Awaken the beast, looking like a wolf man with spines and jutting bones. when active, you have a +1 in all ability scores, and have the ability to leap for 20ft. when you strike with your claw, you deal an extra +5 of damage.

Awoken Dragon

You awaken the Dragon, looking something similar to a Dragonborn, but thinner, and with wings, scales the color of your chosen dragon. When active, you are immune to the chosen dragon's damage(EX: choosing the red dragon gives immunity to fire damage) and have a flight speed of 20 feet. you also have an ability called Draconic Roar, which strikes fear into enemies, and paralizes all targets that fail a wisdom saving throws. this effects allies and enemies.

Awoken Elemental

You awaken the Elemental, looking like a mass of your chosen element, made more advanced. When active, you do an extra d12 of the damage assosciated with your element. you also gain the ability to talk telepathically with people.

Awoken Horror

You awaken the Horror, looking like a mass of tendrils and sharded metal. When active, you  gain 10 extra HP, and an extension ability of over 30ft. however, if you exeed  range of 18ft, you will take the damage equal to the exeeded amount.

 

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