Fighter
Base Class: Fighter

Some warriors seek revenge, some warriors seek gold, some warriors seek knowledge, and you seek glory. The Quester fighter is a fighter who takes the phrase “Carpe Diem” to heart. With goals given to them by divine figures, a promise, a kingdom, a personal goal, or whatever else, they throw themselves at challenges head-on. And through their success, they find boons.

Thy Quests Begin

  • When you choose this archetype at 3rd level, at the beginning of each day (just after a long rest), roll your Quester Die (See below) a number of times equal to your proficiency bonus. This will determine the Quests available to your character each day.
    • Quests are secondary objectives, both in combat and outside of combat, which will give special bonuses to the fighter if they are completed. These bonuses disappear at the end of a long rest.
    • Your quester's die is a 1d4, and grows over time.

Quest

Quester’s Trial

Quester’s Boon

1. The Skilled

Succeed in a skill check in a skill you are not proficient in.

Gain proficiency and expertise in the skill used to succeed in the quest.  

2. The Marathon

Run a total of 60 feet in one instance of combat.

Gain 15 feet of movement. When dashing, you ignore the penalties of difficult terrain. While dashing, opportunity attacks against you have disadvantage.

3. The Mystical

Succeed in one arcana check, or cast a spell.

Learn a cantrip and a 1st-level spell from the Wizard spellcasting list. You may cast this spell several times equal to your charisma bonus. Charisma is your spellcasting ability for these spells.

4. The Warrior

Slay 1d4 hostile creatures.

Gain a bonus to damage equal to your charisma modifier. This damage type is the same as your weapon.

5. The Holy

Heal a creature other than yourself by any means.

Learn a cantrip and a 1st-level spell from the Paladin spellcasting list. You may cast this spell a number of times equal to your charisma bonus. Charisma is your spellcasting ability for these spells. 

6. The Marksman

Hit a target with a ranged weapon from its long range. This target does not need to be a living creature.

Gain a bonus to hit equal to your charisma bonus, halved and rounded up.

7. The Valiant

Succeed a saving throw. If this saving throw is related to the fright condition, the boon’s effect adds an additional 1d4.

Gain 1d6 + charisma bonus temporary HP.

8. The Wall

Avoid three attacks against you.

Gain resistance to nonmagical blunt, slashing, piercing damage, alongside one element of your choice (Fire, Cold, Lightning, Acid, Poison, Thunder)

9. The Leader

Pass three charisma checks of any form.

Gain expertise in all Charisma skills that you are proficient in. Gain proficiency in Charisma saving throws.

10. The Quester

Succeed in three quests.

Gain a bonus to your charisma bonus equal to your proficiency bonus, halved and rounded down.

Know thy Objective

  • At 3rd level, you gain proficiency with the cartographer's tools, land and sea vehicles,  one language of your choice, and one skill of your choice. 
  • At 10th level, you gain expertise in all of these chosen abilities.

Seize thy Fate

  • At 7th level, you gain the ability to manipulate the goals that are set for you. When you roll a quester die, you may raise or lower its rolled number by 1. This cannot exceed the maximum number roll on the die, so as not to access a future quest. This action may be done to a number of quester dice equal to your proficiency bonus, halved, rounded down.

Growth through Trial and Tribulation

  • At 7th level, your quester die grows to a D6.

Memories of Glory

  • At 15th level, the Quester gains the ability to hold on to the boons they gain. During a long rest, the Quester may choose to omit one of their dice rolls after the long rest in favor of keeping a quest that was not fulfilled, or a quest boon. You may only do this once per long rest.

Growth through Trial and Tribulation II

At 10th level, your quester die grows to a D8.

Growth through Trial and Tribulation III

At 18th level, your quester die grows to a D10.

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