Base Class: Fighter
Pioneers take on the wilderness and hope to prevail against the forces of nature. Pioneers are survivalists and understand that a group thrives and dies together. With that in mind, many pioneers take on leadership roles or boost their companions.
Pioneer Features
FIGHTER LEVEL |
FEATURE |
---|---|
3rd |
Bonus Proficiency, Stakeholder |
7th |
Trailblazing |
10th |
Natural Traps |
15th |
Land's Protection |
18th |
Frontier Command |
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, Nature, Persuasion, or Survival. Alternatively, you gain proficiency with vehicles (land) or an artisan’s tools of your choice.
Animal Handling
You gain proficiency in Animal Handling.
Artisan's Tools
You gain proficiency with an artisan's tool of your choice.
Nature
You gain proficiency in Nature.
Persuasion
You gain proficiency in Persuasion.
Survival
You gain proficiency in Survival.
Vehicles (Land)
You gain proficiency with vehicles (land).
Stakeholder
Starting at 3rd level, you can, as a bonus action, claim the ground in a 15 foot square centered on you as a stakehold. For one minute and while you are not incapacitated and can speak, one of the following effects of your choice takes place. You can use this feature a number of times equal to your Wisdom modifier per long rest (minimum of 1). Your DC for this feature is 8 + your proficiency modifier + your strength or dexterity modifier.
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Creatures you choose in the stakehold must make a Dexterity saving throw or be pushed out of the area. If a creature tries to enter the stakehold, they must make a Dexterity saving throw.
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Creatures you choose in the stakehold must succeed on a Strength saving throw when they try to exit the stakehold or they can't leave the stakehold.
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For creatures you choose in the stakehold, the stakehold is difficult terrain.
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Creatures you choose in the stakehold gain a bonus to their AC equal to your Wisdom modifier.
Trailblazing
At 7th level, whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated (see “Adventuring,” for rules on travel pace).
Natural Traps
At 10th, as an action, you can fell a tree, cause a partial cave in, or destroy a crumbling building, transforming the terrain. Choose a 20 foot square on the ground with one side within range of one of your weapons. Creatures in the area must make a Dexterity saving throw against your Stakeholder DC. A target takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The area is now considered difficult terrain. You can use this feature once per short or long rest.
When and How to Use Natural Traps
Natural Traps is not the primary 10th level ability, however, it codifies a fun and interesting mechanic. Natural Traps requires that the affected area has an adjacent piece of the environment that can be interacted with. For example, a pioneer can chop down a tree in front of them with their axe, creating the effect in a 20 foot square immediately next to them. Or, the pioneer can shoot an arrow at a unstable support beam, causing the roof of a building to come crashing down. When a player uses Natural Traps, they are doing something extraordinary, there should typically not be an ability check associated with it. If the DM feels one is necessary, consider decreasing the DC or allow the player to add their proficiency bonus whether or not they have proficiency in the ability check.
Prospector
Starting at 10th level, when you claim an a stakehold, you can choose to center the stakehold on a point within 60 feet of you. As a bonus action on your turn, you can change the location of the stakehold.
In addition, instead of one of the Stakeholder effects taking place, you can choose for a number of creatures equal to your wisdom modifier (minimum of one) to gain the benefits of your fighting style.
Land's Protection
Starting at 15th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
You are also immune to poison and disease.
Frontier Command
Starting at 18th level, once per long rest, as an action, you shout a command of action to a number of creatures equal to your Wisdom modifier (minimum of one) within your stakehold. If these creatures can here you, they can immediately use their reaction to make an action.
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