Fighter
Base Class: Fighter

Second-Story Work
When you choose this archetype at 3rd level, you gain the
ability to climb faster than normal; climbing no longer costs
you extra movement.
In addition, when you make a running jump, the distance
you cover increases by a number of feet equal to your
Dexterity modifier.


Wounding Strikes
At 3rd level, chain weapons and whips become deadly
weapons in your hands. When you hit creature with a weapon attack using a chain
weapon or whip, the target is wounded. At the start of each of
the wounded creature's turns, it takes 1 necrotic damage for
each time you've wounded it, and it can then make a
Constitution saving throw, ending the effect of all such
wounds on itself on a success. Alternatively, the wounded
creature, or a creature within 5 feet of it, can use an action to
make a Wisdom (Medicine) check, ending the effect of such
wounds on it on a success.
The DC equals 8 + your proficiency modifier + your
Strength modifier.


Stunning Snap
At 7th level, when you take the Attack action on your turn
using a chain weapon or whip, you can forgo one of your
attacks to stun a creature. The target must succeed on a
Constitution saving throw or be stunned until the end of your
next turn.
The DC equals 8 + your proficiency modifier + your
Strength modifier.


Deflect Attacks
At 10th level, when another creature damages you with a
melee attack, you can use your reaction to deflect a weapon
attack. When you do so, the damage you take from the attack
is reduced by 2d8 + your Dexterity modifier + your fighter
level.


Death Spiral
At 15th level, you can spin a chain weapon or whip above
your head with supernatural speed.
As an action, make a melee weapon attack with a chain
weapon or whip. Each creature within 10 feet must make a
Dexterity saving throw. On a failed save, a creature suffers
the attack's normal effects and must succeed on a
Constitution saving throw or be stunned until the end of your
next turn.
Both DCs equal your attack roll.


Expert Reflexes
When you reach 18th level, you have become adept at laying
ambushes and quickly escaping danger. You can take two
turns during the first round of any combat. You take your first
turn at your normal initiative and your second turn at your
initiative minus 10. You can't use this feature when you are
surprised. While you are wearing psi-blades and medium or heavy
armor, you can also take a bonus action on each of your turns
in combat. This action can be used only to take the Dash,
Disengage, or Dodge action.


Psionic Shield
At 10th level, you can use your psi-blades for defense. As a
reaction, you can cast shield without providing somatic
components.
You may use this ability a number of times equal to your
Intelligence modifier (a minimum of once). You regain all
expended uses when you finish a long rest.


Psionic Critical
At 15th level, your psi-blade attacks score a critical hit on a
roll of 19 or 20.
Additionally, when you critically hit a creature with your
psi-blades, the target must succeed on a Wisdom saving
throw or take extra psychic damage equal to your fighter
level, and has disadvantage on the next attack roll it makes
before the end of its next turn. The DC equals 10 + your
Intelligence modifier + your proficiency bonus.


Psionic Instinct
By 18th level, your psionic instincts are so honed that you
have advantage on initiative rolls and saving throws against
mind effecting spells.

 

 

Second Story Work

When you choose this archetype at 3rd level, you gain the
ability to climb faster than normal; climbing no longer costs
you extra movement.
In addition, when you make a running jump, the distance
you cover increases by a number of feet equal to your
Dexterity modifier.

Wounding Strikes

At 3rd level, chain weapons and whips become deadly
weapons in your hands.When you hit creature with a weapon attack using a chain
weapon or whip, the target is wounded. At the start of each of
the wounded creature's turns, it takes 1 necrotic damage for
each time you've wounded it, and it can then make a
Constitution saving throw, ending the effect of all such
wounds on itself on a success. Alternatively, the wounded
creature, or a creature within 5 feet of it, can use an action to
make a Wisdom (Medicine) check, ending the effect of such
wounds on it on a success.
The DC equals 8 + your proficiency modifier + your
Strength modifier.

Stunning Snap

At 7th level, when you take the Attack action on your turn
using a chain weapon or whip, you can forgo one of your
attacks to stun a creature. The target must succeed on a
Constitution saving throw or be stunned until the end of your
next turn.
The DC equals 8 + your proficiency modifier + your
Strength modifier.

Deflect Attack

At 10th level, when another creature damages you with a
melee attack, you can use your reaction to deflect a weapon
attack. When you do so, the damage you take from the attack
is reduced by 2d8 + your Dexterity modifier + your fighter
level.

Death Spiral

At 15th level, you can spin a chain weapon or whip above
your head with supernatural speed.
As an action, make a melee weapon attack with a chain
weapon or whip. Each creature within 10 feet must make a
Dexterity saving throw. On a failed save, a creature suffers
the attack's normal effects and must succeed on a
Constitution saving throw or be stunned until the end of your
next turn.
Both DCs equal your attack roll.

Expert Reflexes

When you reach 18th level, you have become adept at laying
ambushes and quickly escaping danger. You can take two
turns during the first round of any combat. You take your first
turn at your normal initiative and your second turn at your
initiative minus 10. You can't use this feature when you are
surprised.

While you are wearing psi-blades and medium or heavy
armor, you can also take a bonus action on each of your turns
in combat. This action can be used only to take the Dash,
Disengage, or Dodge action.

Psionic Shield

At 10th level, you can use your psi-blades for defense. As a
reaction, you can cast shield without providing somatic
components.
You may use this ability a number of times equal to your
Intelligence modifier (a minimum of once). You regain all
expended uses when you finish a long rest.

Psionic Critical

At 15th level, your psi-blade attacks score a critical hit on a
roll of 19 or 20.
Additionally, when you critically hit a creature with your
psi-blades, the target must succeed on a Wisdom saving
throw or take extra psychic damage equal to your fighter
level, and has disadvantage on the next attack roll it makes
before the end of its next turn. The DC equals 10 + your
Intelligence modifier + your proficiency bonus.

Psionic Instinct

By 18th level, your psionic instincts are so honed that you
have advantage on initiative rolls and saving throws against
mind effecting spells.

Comments

Posts Quoted:
Reply
Clear All Quotes