Base Class: Fighter
Birthright Power
Veilmarked Warrior are a completely random and powerful group of warriors who thrive off a genetic mutation granting them confusing powers. People rumor they aren't truly random, and chosen by higher powers, since anyone who has anyone received the mark ended up being a fighter, and typically amount to something relatively strong. It does however remain dormant, as people who have learned martial skills later in life after being other classes can still manifest their Veilmark.
Post-Awakening
Awakening a Veilmark comes with time, most people aren't able to manifest it until experiencing something traumatic in their life, awakening it in them. This is usually tied to passing an unknown threshold of experience as well, as no beginner fighters are able to manifest it until growing a bit in strength. Upon awakening it though, it never leaves or goes dormant, it is active throughout death and revival.
Class Features
While others fight with steel, you fight with fury wrapped in cursed energy. You sharpen instinct into impact, and pressure into power.
Veil Infusion
You gain access to Veil Charges, the core of your otherworldly energy.
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You have a number of Veil Charges equal to your Proficiency Bonus + 1.
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You regain all expended charges when you finish a short or long rest.
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You learn two Veil Arts from the Veilmarked Warrior list. You learn an additional Veil Art at 7th, 10th, and 15th levels.
Deadlock Drive
(2 charges) Bonus action: all attacks this turn deal +1d6 damage. If all three hit, gain advantage on next Echo Break roll.
Ghoststep
(1 charge) Bonus action to Dash. You ignore opportunity attacks until end of turn and gain +1 AC if you moved 10+ feet.
Inner Flow
(2 charges) Heal yourself for 2d8 + your Constitution modifier. Once per short rest.
Iron Pulse
(1 charge) Reaction to reduce incoming damage by 1d10 + your Fighter level.
Rhythm Shatter
(2 charges) On hit, force a CON save (DC = 8 + Proficiency + STR/DEX). On a failure, target is Stunned until end of your next turn.
Spirit Rattle
(3 charges) Force a CON save. (DC = 8 + Proficiency + WIS/INT) On fail, the target has disadvantage on all saving throws until the end of your next turn. Once per long rest.
Veil Unbinding
For 1 minute, you ignore all resistance and score critical hits on 19-20. Once per long rest.
Veil-Linked Strike
On hit, deal +1d8 force damage and ignore nonmagical resistance or immunity. Roll 1d100; on a 100, trigger an Echo Break.
Echo Break
When you activate Veil-Linked Strike, roll a d100. On a 100, you trigger an Echo Break:
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Your attack deals double the maximum possible damage (before modifiers).
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Example: A scimitar (1d6 + 5 + 8) = max 19. Echo Break = 38 damage.
If you land an Echo Break, your next Veil-Linked Strike gains advantage on its d100 roll (roll 2d100, take the higher).
Combat Pulse
You gain power through momentum and movement.
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If you move 10+ feet and make a weapon attack on your turn, you gain 1 Pulse Point (max 3).
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Lose all Pulse if you don’t move or attack on your turn.
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Pulse Effects:
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1 Pulse = +1 to damage rolls
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2 Pulse = +1 to hit
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3 Pulse = Crits on 19-20
Veilform Conditioning
Choose one of the following:
Unbreakable Form
While below half HP, you gain resistance to bludgeoning, piercing, and slashing damage.
Veil Core Engine
When you use Second Wind or Action Surge, regain 1 Veil Charge.
Surge Fang
When you hit with a melee weapon attack, you can spend 1 Veil Charge to deal an additional 2d10 force damage. The target must succeed on a Strength saving throw (DC = 8 + Proficiency + STR/DEX) or be knocked prone or pushed 10 feet.
Fate-Sync Ascension
You can now unleash an Echo Break automatically once per turn when you activate Veil-Linked Strike, no d100 roll required. When you do, the attack deals:
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Double the maximum damage, as usual
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An additional 4d10 force damage
You may use this feature once per long rest.
Previous Versions
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5/22/2025 9:25:22 PM
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Coming Soon
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