Fighter
Base Class: Fighter

This is based off the shown Konosuba.

As an adventurer, you are the most basic, and low level of classes. Even so, you're the most versatile. With your ability to use all weapons and armor, now you can gain skills to utilize like never before. While you may usually adventure, you also take on odd jobs often.

Beginner's Skill

Starting when you choose this subclass, you gain a special ability to choose from. While none are to special, all can help in different scenarios.

Freeze

You have a skill that commands a small amount of cold. With this, you can freeze the surface of water, and deal 1d6 of cold damage, when you target a creature within 60 feet of you as an action, with a ranged spell attack. This does 1d8 cold damage if the target is wet.

Lurk

With lurk, you can hide yourself away into shadows. Whenever you are in dim light or darkness, you can use a bonus action or reaction to do the equivalent of taking the hide action.

Snipe

With snipe, you can aim at enemies that are up to 80 feet away, with great accuracy. As long as they are within that range, you get a +1 on rolls to hit.

Steal

With the ability steal, you can target a creature within 20 feet of yourself. The creature must be of a level or challenge rating equal to or lower than your level + your intelligence modifier. The target has to make a dexterity saving throw against 8 + your intelligence modifier + your proficiency bonus. On a failure, you take an object of 100 gold or less. You can increase the price of the item you can steal by decreasing your DC by 1 point for every 100 gold added.

Tinder

With the ability, tinder, you can start fires. This gives you the cantrip produce flame.

Skill Acquirement

At 7th level, you have enough experience to be able to acquire new abilities.

You start with 5 skill points, and get another for every level up after this. You can spend skill points during a long rest to get new abilities. You can spend 2 to get a new skill, tool, or instrument proficiency. You are also able to learn spells of 1st to 5th level with skill points. You can spends points equal to 2 + (2 x the spell's level) to learn new spells, and only spells you have seen cast. You have as many spell slots as your intelligence modifier (minimum of 1), and the slots apply to any spell you cast.

Linguist

Starting at 10th level, you can learn an additional language, due to your high versatility on the field. Not just the field of battle, but the works field as well.

Critical Strike!

Beginning at 15th level, you can now add your proficiency bonus when you get a critical hit.

Advanced Skill

At 18th level, you can now learn a skill that is a little more advanced than other's.

Drain Touch

With the skill drain touch, you can make a melee spell attack against a creature within 5 feet. On a hit, the creature will take 2d8 necrotic damage. You regain an amount of hit points equal to the damage the target has taken, and if the total is 15 or 16, you regain one of your spell slots.

Explosion

With the skill explosion, you can use an action to chant an incantation for one of the greatest attack spells. You pick an area within 60 feet of yourself, and all creatures within a 10 feet radius of that point must make a dexterity saving throw. On a failure, they take 5d20 fire damage, and half as much on a successful save. This uses one of your spell slots, and can only be used once per long rest.

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