Fighter
Base Class: Fighter

This archetype focuses about intimidation to gain advantage in combat and take as much as you can from anywhere you go. As of this lifestyle you aren't the nicest and strategy is only your friend if its charging straight forward charging with your allies. 

Intimidating Ravager

If a creature is frightened of you, you get advantage to hit said creature and you get an additional 1d4 of damage alongside it, this damage goes up by an additional d4 at 10th, 2d4, and 15th level, 3d4. You also gain advantage on all intimidation check.

Imposing Aggression

You can impose the frightened condition on a creature you can see in a range of your intimidation bonus time 5 as a bonus action where it makes a wisdom save versus a DC of 10+proficiency bonus+Charisma. You can only have your charisma modifier (Minimum of 1) creature under the frightened condition from this feature at once.

Only thing to Fear is Fear itself

Starting at 7th level, You gain advantage against being frightened and can attack each creature frightened of you that are in range of you in one attack however you lose advantage and gain a -3 to hit.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

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.

Raging domination

Starting at 15th level, When you get a critical on a hit you can roll three sets of dice instead of two, only if it was frightened of you.

Consumer of fear

At 18th level, When a creature that is frightened takes damage when you are in combat against them, your temporary hit points goes up by your Charisma modifier

Previous Versions

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5/27/2020 2:45:01 PM
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