Fighter
Base Class: Fighter

Pioneer Overview

An archetypical Pioneer is a hardy outdoorsperson that leads or guides a group as they push back nature's frontier. Tending to favor defensive styles, many of the Pioneer's abilities focus on support capabilities as they work to maintain their group's safety. As with any fighter, a Pioneer offers a versatile suite of multi-role functionalities.

Pioneer Identity

Leading a wagon train, building a fort or carving out a town from the untamed wilderness, Pioneers are a determined sort of people. Their goals are to get things built, keep their people safe and stay alive while doing it. Pioneers tend to be humans, half-orcs or half-elves but any race can feel the call of exploration. Personalities range from gruff individualists to charismatic leaders.

d8 Quirk
1 You sleep best under the stars.
2 You only wear boots or shoes when absolutely necessary.
3 You're terrified of stinging insects.
4 You love showing off in front of less hardy individuals.
5 You live on the frontier because you're hiding from something in the city.
6 You are extremely anxious of large gatherings.
7 You let yourself get lost in the wild just to test your skills.
8 You explore the frontier to expand civilization.

Pioneer Features

Fighter Level Feature
3rd Bonus Skill Proficiency, Bonus Tool Proficiency, Circle the Wagons
7th Callused Skin
10th Tough Gut
15th Experienced Hunter
18th Familiar Ground

Bonus Skill Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, Survival, Nature or Medicine.

Animal Handling Proficiency

Your time as a Pioneer has given you proficiency in Animal Handling.

Medicine Proficiency

Your time as a Pioneer has given you proficiency in Medicine.

Nature Proficiency

Your time as a Pioneer has given you proficiency in Nature.

Survival Proficiency

Your time as a Pioneer has given you proficiency in Survival.

Bonus Tool Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following tools of your choice: Smith's Tools, Mason's Tools, Carpenter's Tools, Cook's Utensils or Leatherworker's Tools.

Carpenter's Tools Proficiency

Your experience as a Pioneer has granted you proficiency in Carpenter's Tools.

Cook's Utensils Proficiency

Your experience as a Pioneer has granted you proficiency in Cook's Utensils.

Leatherworker's Tools Proficiency

Your experience as a Pioneer has granted you proficiency in Leatherworker's Tools.

Mason's Tools Proficiency

Your experience as a Pioneer has granted you proficiency in Mason's Tools.

Smith's Tool Proficiency

Your experience as a Pioneer has granted you proficiency in Smith's Tools.

Circle the Wagons

Beginning at 3rd level, you gain a bonus to your initiative roll equal to your Constitution modifier, minimum 1. 

Additionally, you can use your reaction to grant a bonus equal to your Constitution modifier, minimum 1, to the AC of a creature you can see that ends its turn within 5ft of you until the end of its next turn.

Callused Skin

Beginning at 7th level, your exposure to the outdoors has hardened you to the minor inconveniences of the world.

Whenever you make a saving throw, roll 1d4 and add the die to your saving throw total.

You ignore disadvantage on ability checks caused by the first level of exhaustion.

Additionally, you suffer no environmental harm from temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

Tough Gut

Starting at 10th level, when you use your Second Wind feature, you can give a number of creatures that you can see equal to your Constitution modifier, minimum 1, temporary hit points equal to half your fighter level rounded up that expire after one hour.

You have advantage on saving throws against poison, and you have resistance against poison damage.

Experienced Hunter

You're an experienced hunter with a keen eye and knowledge of where to attack to quickly put down your quarry.

At 15th level, as a bonus action, you can reveal weakness enabling you and your allies within 30 feet to viciously strike your prey. For the next minute, a target's weapon attacks score critical hits on rolls of 19 or 20. You can use this feature twice, and you regain all uses when you finish a long rest.

Familiar Ground

Starting at 18th level, you've mastered making the most of the land in a pinch.

As an action, you can quickly build a 5ft square defensive structure with 50 hit points and an AC of 17 that lasts for one minute. The structure is immune to psychic and poison damage. A creature that ends their turn in the structure receives total cover and may chose to spend up to your Constitution modifier in Hit Dice to heal as a reaction at the end of its turn.

Once you use this feature, you must finish a short rest before you can use it again.

Previous Versions

Name Date Modified Views Adds Version Actions
4/22/2020 12:39:49 PM
695
32
0.0.0
Coming Soon
5/10/2020 11:54:52 PM
675
2
1.1
Coming Soon
Pioneer Image

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