Fighter
Base Class: Fighter

Your kind is renown as legendary monster hunters, yet your trials leave you feared among men. After all, if you're what monsters have nightmares about, how would the everyman feel?

 

*Editor's note*: The original creator of this subclass is GreyKat on 7/13/2022. This is just an updated version for the 2024 Fighter rule set. All credit goes to them.  

Mutant Body

At 3rd level, when you take this path, you force your body to change and adapt to better face evil. Through your trials, you've gained a primitive form of magic, sharpened your senses, and can further alter your physiology as the situation requires it.

You gain advantage on all Investigation, Perception, and Survival checks relying on your hearing and sense of smell. You also can add your Intelligence modifier to any Perception and Survival skill checks.

 

Level 3: Alchemy

You've learned secret formulae that can radically change your physiology. Pick 4 formulae to know at 3rd level. You learn a new formulae at 5th, 10th, 15th, and 18th levels, and can switch out a formulae for another at those levels. You gain proficiency in your choice of either the Alchemy kit or Herbalism Kit.
After you take a long rest, you can choose to brew up to 3 items from what formulae you know. You are able to share potions among other people, but the effects are halved, as their physiology tends to be different from your own. Not even other Mutants can reap the full benefits.
All items take an action to use, and the DC's for bombs are 8 + proficiency modifier + Intelligence Modifier, and have a range of 60 ft.

Cat's Eye

Gain Darkvision up to 120 feet and advantage on checks relying on sight for 1 hour.

Dancing Star Bomb

An explosion of fire deals 2d6 fire damage in a 15 foot radius (Dexterity save to take half). Those that fail their save take fire damage equal to the Mutant's level at the end of their turns unless they use their action to put it out.

Devil's Puffball Bomb

An explosion of noxious gases deals 2d6 poison damage in a 10 ft radius (Constitution save to take half). The cloud lingers for a number of rounds equal to the Mutant's intelligence modifier, and any enemies that end their turn in the area or enter the cloud have to make save or take the poison damage. Those that fail their save also suffer from the Poisoned condition while they remain in the cloud. Those who don't need to breath or are immune to poison don't have to make saves.

Dimeritium Bomb

A cloud of silvers hinder spellcasters and lingers for a number of rounds equal to the mutant's intelligence score. Any creatures in a 10 ft radius takes 2d4 psychic damage (Constitution save to take half). Those that fail their save are forced to make concentration checks whenever they attempt to cast a spell or magical ability (DC 8 + proficiency modifier + intelligence modifier) for as long as they remain in the cloud. Any creature that ends their turn in the area must make the save again or suffer the effects.

Full Moon

Gain your level + intelligence modifier in temporary hp for one hour.

Grapeshot Bomb

An explosion of irregularly shaped shrapnel ravages the area. Any creatures in a 15 ft radius takes 2d6 piercing damage (Dexterity save to take half). Those that fail their save also fall prone.

Swallow

Heals 2d6+intelligence modifier. 

Thunderbolt

Add +2 to melee damage for 1 minute. Does not stack with itself.

Signs

At 3rd level, you learn a form of primitive magic. Signs are somatic, meaning you must have a hand free in order to cast. The War Caster feat can help, should your DM allow feats. The DC for these signs is 8 + proficiency modifier + Intelligence modifier. You can cast 2 different signs before needing a long rest to replenish your uses. The amount of uses increases to 3 at 7th level, 4 at 13th level, and 5 at 18th level. You cannot cast a sign twice before finishing a long rest, and take an action to cast.
You know 2 signs of your choice at level 3. You learn a new sign at 7th level, 13th level, and 18th level.
You also learn Prestidigitation as a cantrip.

Aard

A wave of force extends from your palm. Any creatures in a 15 ft cone takes 2d8 thunder damage and be pushed back 10 ft and must make a Constitution save. Those that succeed only take half damage and aren't pushed. Unsecured objects or loose debris are automatically pushed 10 ft away from you, and there's an audible boom heard by those within 100 ft. The damage increases to 3d8 at 7th level, 4d8 at 13th level, and 5d8 at 18th level.

Axii

You psychically barrage a creature. A creature within 30 feet of you takes 2d4 points of psychic damage, and the next attack against this creature has advantage. A successful Wisdom saving throw halfs the damage, and negates the advantage. The damage increases to 4d4 at 7th level, 6d4 at 13th level, and 8d4 at 18th level. Alternatively, you can forgo the damage and advantage, and instead attempt to charm the creature for one hour, using the same save.

Igni

A wave of fire bursts from your hand. Any creatures in a 15 ft cone takes 3d6 fire damage on a failed Dexterity save, and half as much on a successful one. The damage increases to 4d8 at 7th level, 5d10 at 13th level, and 6d12 at 18th level.

Quen

A bright shield of force surrounds you. As a reaction, you can add +5 to your ac until the beginning of your next turn. Alternatively, as an action, you can give yourself resistance to the next physical attack that hits you in the next minute. At 7th level, this resistance lasts 2 attacks, at 13th level it lasts 3 attacks, and at 18th level it lasts 4 attacks.

Yrden

A circle of sickly light appears in a spot of your choosing within 30 ft. The area within a 10 ft radius counts as difficult terrain, and all Ethereal creatures are brought into the material plane while they remain in the area. Enemy creatures, including those on the Ethereal plane, entering or starting their turn in the area must make a Strength saving throw, or be restrained. A creature restrained by the sign can use their action to make another Strength saving throw, freeing themselves on a success. At 7th level, the area increases to a 15 ft radius, 20 ft radius at 13th level, and 25 ft radius at 18th level.

Knowledge of Anatomy

Your knowledge on anatomy and physiology has proven useful during your travels.
At 7th level, you can add your intelligence modifier to your medicine checks.

Superior Senses

At 10th level, you double your proficiency bonus in Investigation, Perception, and Survival checks when tracking or looking for clues.

Quickened Signs

At 15th level, you can cast a sign as a bonus action if you spend two uses doing so.

Perfected Senses

Your senses have become perfect through experience, meditation, and mutation.
At 18th level, you can sense whenever a creature is within 30 ft of you, and the space they're in.

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