Base Class: Fighter
Can the world change through the power of imagination, a fighter with a wild imagination with tactics and crazy weapons that is humility impossible but things get little bit out of hand as the fighter is at bullied age and almost forced to commit suicide but didn't do so and discovered a black glove called a "Arcana, afterwards his imaginary world is turns into reality. A wildcard is a fighter with the power to fuse objects together and turn into a new and crazy weapon from there imagination.
Object fusion,modifications points
Beginning when you choose this archetype at 3rd level, you can use a 1 mod point to fuse two everyday weapons It's a sword! It's a hammer! It's a swordhammer! With a word you combine up to two weapons, one held in each hand, into a single new weapon. In spite of its likely alien appearance, if you were proficient in both starting weapons you are proficient with the new weapon. The new hybrid weapon deals the damage of both starting weapons, all the traits of both weapons when beneficial, combined hp, the highest hardness, and the critical range and multiplier of one of the weapons at your choosing. The weapon's handedness is as the larger of the weapons. For example you can fuse a lance and a rapier for a two-handed weapon that deals 1d8+1d6 damage, reach but also the ability to hit adjutant squares, bonuses on charging, finesse, and either a 20/x3 or 18-20/x2 critical. You can even fuse ranged weapons with melee weapons (allowing it to be fired at range, or swung in melee). If the weapon is sundered or destroyed it falls into its component starting weapons with the starting weapons unharmed.
Intelligent weapons, already-fused weapons, and certain other special or unusual weapons cannot be fused.
Remarkable imagination ,modification points increase
Starting at 7th level, your max mod points increase to 7 points, you can now use up to 2 of them can be used at once to either 1 point buff your weapon 1d8 or two points increase your ac.
Additional Fighting Style and modifications point increase
At 10th level, you can choose a second option from the Fighting Style class feature.and your mod points increase to the max of 10.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Superior imagination , modification point increase
Starting at level 15,You can now active up to two effects. The max mod points increase to 15.
Enchanted imagination, final modification point increase
At 18th level, you attain the peck of your imagination in battle enough so that your body is enchanted to survive fatal bows. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.and your max mod points increase to 25
Previous Versions
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10/15/2019 3:24:23 PM
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10/16/2019 12:52:15 AM
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10/23/2019 12:11:35 AM
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