Base Class: Fighter
An order of fighters who have given up the use of traditional weaponry and instead have become experts in fighting only with their shield, using secret techniques passed down through the ages.
Avenger's Training
Avenger's Shield
At 3rd level, as part of becoming a full avenger, an initiate has to swear an oath to lay down all his other weapons. Instead, you can spend a long rest to turn any shield you posses into an Avenger's Shield using your tinker's tools, giving it the following benefits:
- It becomes a martial weapon for you.
- You can use either your dexterity or your strength to attack with it.
- Despite turning into a weapon, it still retains its +2 AC modifier.
- It can turn into two different modes, depending on the combat style you adapt: the throwing shield or the twin shields.
- Non-magical shields become magical for the purpose of overcoming resistances, while magical shields retain their bonuses in addition to gaining this archetype's bonuses as well
You also become proficient with the tinker's tools, which allow you to modify your Avenger's Shield.
Combat Styles
Also starting at 3rd level, you can transform your shield to suit your combat style. When you do so, choose one of the following styles: The Captain's Style or the Nomad's style. The style you choose gives you several benefits while practicing it.
Each style comes with a different mode for your shield, and a different way of attacking with it. You can change your style whenever you finish a short or long rest, representing the time you need to adjust your shield mode using your tinker's tools and to mentally adjust your game plan to the new style.
Captain's Style
This style focuses on the use of one shield, incorporating trick throws to catch the opponent off-guard. You gain the following benefits while emulating this style:
Throwing Shield. Your Avenger's Shield is one big shield, adjusted for balance so that you can throw it easily. It deals 1d8 bludgeoning damage on a melee hit. The shield also gains the thrown (range 10/30) property. When thrown, the shield may deal either 1d8 bludgeoning or 1d8 slashing damage. This damage type is chosen before adopting this style, representing the time you spend making the right adjustments to the shield's edges. You throw it in such a way so that it bounces right back to you at the end of your attack(s).
Bouncing Throw. You have learned to throw your shield in such a way so that it bounces between enemies and right back to you. Once per turn, as part of one of your attacks, when successfully hitting a creature with a throwing attack, you can let the shield bounce off the target and into another creature with 15 ft. of it. The new target has to succeed on a strength or dexterity saving throw (depending on whether you have used your strength or dexterity modifier to attack with the shield). On a failed save, the new target takes 1d8 bludgeoning or slashing damage (depending on the type you have chosen for the Shield Throw attack), rolls its attacks with disadvantage and attacks against it have advantage until the end of its next turn. On a successful save, it only takes half that damage, doesn't roll its attacks with disadvantage and attacks against it won't have advantage.
The damage of throw increases to 2d8 at 6th, 3d8 at 12th and 4d8 at 18th level.
Nomad's Style
This style focuses on the use of two small shields on each forearm, utilizing their sharp edges and points for quick hand-to-hand combat. You gain the following benefits while emulating this style:
Twin Shields. You split your Avenger's Shield in half, add some sharp and pointy edges and put one half on each arm. They deal 1d6 piercing damage and also gain the light property. Alternatively, you can forego the sharp edges and have them deal bludgeoning damage instead. This needs to be chosen before adopting this style, representing the time you spend making the right adjustments to the shield's edges.
Quick Block. You use your twin shields to attack and defend at the same time. Once per turn, as a reaction to an incoming attack, you can use your reaction to raise one of your shields, adding +1 AC. You can use this reaction before or after the attack roll, but not after damage is calculated. Should the attack miss, you can make an immediate melee weapon attack against a target within range, using your second shield.
The AC gained increases to +2 AC at 6th and +3 AC at 12th level.
Combat Style Improvement: Captain's Style
You have become more adept at using the two fighting styles that make up an avenger. at 7th level, you can enhance your Captain's Style by choosing one of the following options:
Energy Deflection
You can use your Avenger's Shield in throwing mode to deflect incoming spells. Whenever a ranged spell fails to hit you or you succeed on a saving throw against a spell that targets you, you can reflect the spell right back at the caster as a reaction. You may roll the deflected spell attack with your weapon attack modifier. If the spell calls for a saving throw, the DC is 8+ your proficiency + your dexterity or strength (whichever is higher). You can use this feature a number of times equal to your proficiency bonus per combat.
This feature only works on single target spells targeting you, and they need to manifest in some sort of energy projection.
Indirect Throw
You have become a master at throwing your Avenger's Shield in throwing mode to have it bounce off walls to hit opponents from different angles. Once per turn, you can roll one of your shield throw attacks with advantage, as long as there are surfaces available from which you could let your shield bounce off of. You can use this feature a number of times equal to your proficiency bonus per combat.
Combat Style Improvement: Nomad's Style
You have become more adept at using the two fighting styles that make up an avenger. at 7th level, you can enhance your Nomad's Style by choosing one of the following options:
Panther's Pounce
This feature requires your Avenger's Shield to be in twin mode.
The Nomad's fighting style is reminiscent of that of a panther, pouncing from opponent to opponent. You can expend one use of this feature to add your strength or dexterity score (whichever is higher) in ft. to your long jump. In combat, when expending a use of this feature and jumping at an opponent, you may add your proficiency bonus to the damage dealt. You have to expend the use of the feature before making an attack roll. The target also has to succeed on a constitution saving throw with a DC equal to 8 + your proficiency + your dexterity or strength modifier (whichever is higher). On a failed save, the target is knocked prone. You can use this feature a number of times equal to your proficiency bonus + your constitution modifier. All uses reset after a long rest.
Shockwave
as a bonus action, you can slam your shields in twin mode together, causing a shockwave to erupt from you in a 15 ft. radius. Each creature within that radius has to make a constitution saving throw. The DC for this equals 8 + your proficiency + your dexterity or strength (whichever is higher). On a failed save, each creature takes 1d6 + your strength or dexterity modifier (whichever is higher), is knocked back 10 ft. and knocked prone. On a successful save, each creature takes half that damage is neither knocked back nor prone. You can use this action a number of times equal to your proficiency bonus per combat.
I Can Do This All Day!
Starting at 10th level, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead and can immediately use your Second Wind. You can’t use this feature again until you finish a long rest.
Assemble!
Avengers are not only brave soldiers and fighters but also inspiring leaders. Starting at 15th level, as a bonus action, you can speak some quick words of encouragement to your allies, granting them temporary hit points equal to your fighter level. Additionally, they gain advantage on all wisdom saving throws for 1 minute. You can't use this feature again until you have finished a short rest.
Super Soldier
Through training and dedication, or through alchemy and magic, you have reached peak physical and mental performance, granting you the title of "Super Soldier". At 18th level. you gain the following benefits:
- You become resistant to poison.
- You become immune to disease.
- You add twice your strength or dexterity score (whichever is higher) to your long and high jump.
- You have advantage on wisdom saving throws against being frightened and charisma saving throws against being charmed.
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Posted Feb 26, 2022When it says you become resistant to poison during the 'Super Soldier' ability, does it means to poisons in general or does it mean poison damage?
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Posted Jan 22, 2021give this man an award
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Posted Mar 20, 2020love this