Base Class: Fighter
An Awakened Being is a fighter who's ability was granted to them by a higher power, in this regard they are much like those that call themselves Warlocks. However, in this case, their ability is not magical in nature but purely martial. These beings are granted the combat wisdom of a seasoned warrior, the physical state of a being in their prime, and the know how to use all weapons seamlessly to the point of switching out weapons mid strike to throw unweary opponents off guard.
Fighters that have been granted this sort of power have an innate knowledge that comes at a price. These fighters are inextricably bound to the will of the one that granted them this boon. Much like the warlock, these powers may be taken away, or even enhanced should they please or burden their particular being(s) of power.
Fighter of All Trades
When you choose this subclass at 3rd level you may choose a second fighting style and be granted full benefits from said fighting style, however, if you wish to forego choosing the second fighting style you may choose to become proficient in unarmed combat and use a D4 for the damage die, or you may choose to become proficient in improvised weapons.
Note: You may only choose to become proficient in either unarmed combat or proficient with improvised weapons, not both.
Immortal Influence
At 7th level you have gone through many trials and tribulations where combat is concerned, and you have finally become so use to your body that during your turn you may use your bonus action to make an additional strike. You may only use this feature equal to your dexterity modifier.
When you reach 15th level you may make an unarmed strike on top of the additional bonus action weapon attack.
Veteran's Wisdom
At 10th level your fighter has been granted the wisdom of several seasoned warriors and has gained several benefits from the knowledge of weapons and tactics granted to them.
You may choose to temporarily gain the effects of one of the following feats for one minute, and may only use this feature once per long rest.
-Spear Mastery
-Polearm Master
-Flail Master
-Crossbow Expert
-Blade Mastery
-Fell Handed
-Shield Master
-Sharpshooter
-Great Weapon Master
-Tavern Brawler
-Grappler
Granted Speed
At 15th level your patron has seen fit to grace you with unnatural speed and reflexes.
You gain +15 to your walking speed and you may add half of your proficiency bonus rounded down (minimum of one) to your initiative roll.
At level 18 this feature upgrades and you can no longer be surprised in addition to the original features.
Master of the Martial
At 18th level your body and mind have been sculpted into the perfect martial being, and your abilities go further beyond what mortals can attain for a short time.
Once per long rest you may choose one of the following options (once an option is chosen you may not choose another until you finish a long rest.)
- Gain a second reaction during combat. The effect lasts 1d4 + 1 round of combat.
- Choose any ability score modifier and increase it by one, using this feature allows you to push your modifier past 20 if it is not already. The Effect lasts 1d6 - 1 round of combat. (Minimum of 1)
- You may use your Second Wind feature granted by the Fighter base class as a reaction.
- When you use the Indomitable feature you may add +2 to your saving throws that pertain to strength, dexterity, or constitution.
- If you miss with an attack you may choose to hit instead by entreating your Martial Patron, the attack is considered a critical, but until the end of your next turn any ability checks, attacks, and saving throws will be made at disadvantage.
Previous Versions
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10/21/2020 12:56:36 PM
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