Base Class: Fighter
Fighters who emulate the archetype of the Trojan Hero mimic the fighting styles of heroes from ages long past. Additionally, Trojan Heros might gain the favor of gods through prayer and deeds, resulting in a divine blessing to further enhance their martial prowess. This archetype is currently only usable on paper character sheets. It is not functional on D&D Beyond just yet. None of the features presented in this archetype have been playtested, so I would appreciate any feedback you have for me, as this is my first homebrew creation. If you cannot tell, this archetype was meant to portray Achilles from Smite in D&D. Credit for this idea goes mostly to D&D Beyond user SexPather, who does a similar thing with League of Legends champions. Go check him out.
Combat Versatility
When you choose this archetype at 3rd level, you become adept in armored and unarmored combat. You gain benefits based on whether or not you are wearing armor. While wearing no armor, your AC is calculated as 13+Con. You gain a + 5 bonus to speed, and a +2 bonus to weapon attack damage. The extra damage increases to +3 at 5th level, +4 at 10th level, +5 at 15th level, and +6 at 20th level. You can use a shield and still gain these benefits. The speed bonus increases to +10 at 10th level. While wearing armor, you gain 2 temporary hit points. Spending 1 round at full health restores these hitpoints. Additionally, while wearing heavy armor all damage against you takes a -2 penalty. This penalty, along with the number of temporary hit points increases to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level. Additionally, it takes you one minute to don or doff armor, regardless of the type
Shield of the Hero
At 7th level, you have learned to use your shield as a weapon. While you are wielding a shield, you can make a special attack when you take the Attack action on your turn. Each creature in a 15-foot cone in front of you must succeed on a Constitution saving throw, the DC equal to 8 + your proficiency bonus + your Strength modifier. Creatures more than 5ft away from you who fail their save take 2d6 thunder damage, or half as much damage on a successful save. Creatures within 5ft of you who fail their save instead take 2d8 bludgeoning damage and are stunned until the end of your next turn. Creatures take half damage on a successful save and are not stunned. You may use this feature a number of times equal to your Strength modifier, and no more than once per turn. You regain all expended uses of this feature after a long rest. The damage from this feature increases by one die at 10th level (3d6 or 3d8), 15th level (4d6 or 4d8), and 18th level (5d6 or 5d8).
Combat Dodge
At 10th level, you have learned to move swiftly throughout battle and turn the tables on your attackers. As a reaction when a creature you can see makes an attack roll against you or forces you to make a Dexterity saving throw, you can cause that attack to miss or succeed on the save. You must then move 10 feet in any direction. This movement does not provoke opportunity attacks. Finally, as part of this reaction, after you have moved, you may make a ranged weapon attack with one thrown weapon you are wielding. If this attack hits, you may use this feature once more between the end of your next turn and the beginning of the turn after that. If the attack misses, you make the second attack, or you fail to use this feature in the allotted time, you must finish a short rest or long rest before you can use this feature again.
Radiant Glory
At 15th level, you have gained the favor of the gods. As a bonus action, you bath yourself in a divine glow for 1 round. While the glow persists, you shed bright light in a 10-foot radius and dim light for an additional 10 feet. You have a +2 bonus to AC, your weapon attacks deal an extra 1d4 radiant damage, and you have immunity to all conditions except for grappled, incapacitated, prone, restrained, and unconscious. Whenever you deal damage with the attacks granted by Shield of the Hero and Combat Dodge, you regain hit points equal to half the damage dealt. While the low is active you cannot benefit from being invisible or hidden. You may use the feature once per long rest. At 20th level the damage increases to 1d6.
Fatal Strike
At 18th level, you have learned to spot and exploit a creature's weaknesses. You know whenever a creature you are fighting is under 1/3 health. Also, if you are wielding a piercing or slashing weapon, you can use your action to dash forward in a 10-foot line. You stop in front of the first creature you encounter in that line. If that creature is under 1/3 of its maximum hit points, it must make a Constitution saving throw, where the DC is the same as the DC for Shield of the Hero. If it fails, it dies instantly. If it succeeds, it instead takes 10d10 piercing or slashing damage depending on the weapon you are wielding. Whenever you successfully kill a creature with this feature, you may use it again as part of the same action, up to a maximum of 5 times. For each creature you slay, you gain a penalty. 1 creature: all attacks against you have advantage. 2 creatures: you have disadvantage on Dexterity saving throws. 3 creatures: you suffer a -5 penalty to armor class. 4 creatures: you suffer a -5 penalty to Dexterity saving throws. 5 creatures: all damage dealt to you gains a +5 bonus. These penalties last for 1 minute. This feature can be used once per long rest. This feature is a separate action from the attack action and thus cannot be used as part of your Extra Attack feature.
-
View User Profile
-
Send Message
Posted May 19, 2020I would love feedback on how I can improve the archetype