Base Class: Fighter
A Glory Hound is a Fighter who has chosen to expand their capabilities from Combat to Exploration and Social spheres. Glory Hounds manage Glory Dice, which they use to empower Boasts and Heroic Boasts. Boasts allow you an edge on a variety of skills and ways to prepare for combat, while Heroic Boasts empower your Fighter abilities and combat options. Properly using your Boasts and Glory Dice will give you ways to control your positioning, support your allies and contribute outside of Combat. You may never match the raw damage output of other Fighters, and some will be more durable than you, but your ability to use make the most of your Second Wind, Action Surge and Indomitable actions will position you to seize glory wherever it may be found.
Play a Glory Hound if...
- You want to make the most of your Action Surge and Second Wind abilities in combat.
- You want to stare down man and monster and leave them quaking in their boots.
- You want to use fame and glory to see you through various challenges and your clashes with your enemies.
- You imagine your Fighter as a character full of bravado and swagger.
Building a Glory Hound: Like all Fighters, a Glory Hound should focus on Strength or Dexterity first, but remember, your place is at the front, so do not neglect your Constitution. Plus, since many of your abilities key off of your Constitution, it may be worth weighing it as heavily as your Primary Stat. If you want to make the most of your non-Combat skills, do not neglect your Intelligence, Wisdom or Charisma, but they should be a tertiary concern after Strength/Dexterity and Constitution.
Glory Dice
When you choose this archetype at 3rd level, you gain Glory Dice which can be used to enable Boasts and Heroic Boasts.
Greater Glory Die: When you choose this archetype at 3rd level, you gain one Greater Glory Die. The Greater Glory Die is d10 plus your Constitution modifier, and you recover your Greater Glory Die only after a Long Rest. You gain an additional Greater Glory Die at 10th level. In addition, at 10th level, your Greater Glory Dice improve to d12 plus your Constitution modifier.
Lesser Glory Die: When you choose this archetype at 3rd level, you gain two Lesser Glory Dice. The Lesser Glory Die is d6, and you recover your Lesser Glory Dice after a Short or Long Rest. You gain an additional Lesser Glory Die at 7th, 15th and 18th level. In addition, at 10th level, your Lesser Glory Dice improve to d8.
Boasts
Starting at 3rd level, Glory Hounds may spend Glory Dice to augment certain non-combat Ability Checks or provide other bonuses by using Boasts. You gain two Boasts at 3rd level and a new Boast at 7th, 10th and 15th level.
"Deeds, Not Words."
After a Short or Long Rest, you may spend a Glory Die. If you do, you gain Temporary Hit Points equal to the result plus your Constitution modifier until you take a Short or Long Rest. As long as you have these Temporary Hit Points, other creatures have Disadvantage when attempting to use Deception or Insight against you.
"Don't Worry; I Can Take It!"
Whenever you trigger a trap, you may add a Glory Die to your Saving Throw. If you fail the save, you may roll your Saving Throw again without the Glory Die.
"I Can Make That Jump."
Whenever you make a Strength (Athletics) Skill Check, you may add a Glory Die to your result. If you do, you gain Resistance to any damage sustained from failure.
"I Fear Neither Man or Beast."
After a Short or Long Rest, you may spend a Glory Die. If you do, you gain Temporary Hit Points equal to the result, plus your Constitution Modifier, until your next Short or Long rest. As long as you have these Temporary Hit Points, you are Immune to Fear.
"I'll Find It!"
When you make an Intelligence (Investigate) Skill Check to search a room or object , you may add a Glory Die to your result. If you do, you may use Strength instead of Intelligence. If you do, your search is significantly louder but also faster; searching in this way may damage objects that your attacks could break and will trigger most traps.
"I'm Not Even Breathing Hard!"
Whenever you, or an ally you can see, would suffer a level of Exhaustion, you may choose to spend a Glory Die. If you do, you or that ally may make a Saving Throw (Constitution), DC: 15, and add the result to their check. If you succeed, your target does not suffer Exhaustion.
"I'm Top Dog."
Whenever you make a Wisdom (Animal Handling) Skill Check, you may add a Glory Die to your result. If you do, and you have more total Hit Dice than the target, you also gain Advantage.
"My Way or the Highway."
Whenever you attempt to perform a Charisma (Persuade) or Charisma (Intimidate) Skill Check, you may add a Glory Die to your result. If you fail the check, you may roll your Ability Check again without the Glory Die.
"This May Be Our Last Stand!"
After completing a Short or Long Rest, you may spend a Glory Die. If you do, you may grant a number of creatures up to your Fighter Level who can understand your language Temporary Hit Points equal to the result plus your Constitution modifier. These creatures may not have more than half your Hit Dice. While they have these Temporary Hit Points, they are Immune to Fear.
"You and Me -- Here and Now!"
When you roll Initiative, you may spend a Glory Die. If you do, you may force a creature that can see you (but not necessarily understand you) to make a Saving Throw (Charisma), DC: 8 + Proficiency Bonus + Your Constitution. If you used a Greater Glory Die, you may increase your DC by 5. If that creatures fails its saving throw, it must continue to move towards or attack you until it succeeds on a save or another creature attacks it or effects it with a spell or ability.
"You Sure About That, Partner?"
Whenever you make an active Wisdom (Insight) Skill Check, you may add a Glory Die to your result. If you do, add the result to your Skill Check. If you learn you are being lied to, you may immediately make a Charisma (Intimidate) check with Advantage.
Heroic Boasts
Starting at 3rd Level, Glory Hounds may spend Glory Dice to use Heroic Boasts to augment the Fighter's Action Surge, Second Wind or Indomitable Features or provide certain in combat benefits. You may choose a Heroic Boast at 3rd level, and then an additional one at 7th, 10th and 15th level. In addition, at 3rd level, all Glory Hounds learn "I Will End You!"
"Come Back Here, I'm Not Done!"
Whenever you use Second Wind or Indomitable, you may spend a Glory Die. If you do, you may immediately stand up from being Prone and end any Grapples. You may then move up to half of your speed towards an enemy. If you provoke any Opportunity Attacks, you may add the result of your Glory Die to your Armor Class.
"Do Your Worst!"
Whenever you use Action Surge to take the Dodge Action, you may spend a Glory Die. Until the end of your next turn, you may add the result of your Glory Die to any Saving Throws you are required to make. In addition, if you save against a spell or effect that would do half damage on a save, it does no damage instead.
"Face Me!"
Whenever you use Action Surge to take the Dash Action, you may use a Glory Die. If you do, at any point during your Dash Action, you may make a single Attack and add the result to your Attack and Damage rolls.
"I Won't Be Ignored!"
When you make an opportunity attack, you may spend a Glory Die. If you do, you may add the result to your Attack and Damage rolls. If you hit, the enemy must make a Saving Throw (Charisma), DC: 8 + Your Proficiency Bonus + Your Constitution Modifier or suffer from Fear of you. If you used a Greater Glory Die, the enemy has Disadvantage on this save. Whether you hit or not, the enemy has Disadvantage to attack your allies until the start of its next turn.
"I Won't Fall!"
Whenever you use Second Wind or Indomitable, you may spend a Glory Die. If you do, you may gain Temporary Hit Points equal to the result plus your Constitution modifier. As long as you have these Temporary Hit Points, you are Immune to Fear and have Advantage against the Poison condition and Resistance against Poison damage. In addition, on your next turn, immediately gain Hit Points equal to your Constitution modifier.
"I've Got You Covered!"
Whenever you use your Action Surge to take the Help Action, you may spend a Glory Die. If you do, the creature you help may use your Glory Die on the action you are Helping it with or to gain Temporary Hit Points equal to the Glory Die's result. If that action is an Attack, it may add your Glory Die to both its Attack and Damage rolls. In addition, as long as you are Helping a creature, you may choose to redirect any attacks that target that creature to you until the end of your next turn.
"I've Got Your Back!"
Whenever you use Action Surge to take the Dodge Action, you may spend a Glory Die. Until the end of your next turn, allies other than you within your threatened area may add the result to their Armor Class. Allies lose this effect if they leave your threatened area for any reason, but regain it if they return to your threatened area.
"My Turn Now!"
Whenever you use Second Wind or Indomitable, you may spend a Glory Die. If you do, you may make a single Attack against a target that has dealt damage or forced you to make a Saving Throw. You may add the result of your Glory Die to your Attack and Damage rolls.
"No More Tricks!"
Whenever you use Action Surge to take the Disengage Action, you may spend a Glory Die. If you do, you may move half your speed toward an enemy, provided you end your move adjacent to your target. You may then make a single Attack against your target adding your result to your Attack and Damage rolls. Enemies hit by this attack who make a Concentration check have Disadvantage.
"Watch and Learn!"
When you roll Initiative, you may spend a Glory Die. If you do, add the result to your Initiative. If you go first, your speed increases by half of your speed in the first round of combat and enemies who take opportunity attacks against you have Disadvantage until the end of your turn. If you do not go first, the first of your allies to go may willingly change their Initiative with yours. Resolve this before starting combat.
Heroic Boast: "I Will End You!"
Starting at 3rd level, you have access to the Heroic Boast: "I Will End You!" When you use Action Surge to take the Attack action, you may spend a Lesser Glory Die on the first Attack you make. If you do so, you may add the result to your Attack and Damage rolls for that attack. If you reduce your target to 0 Hit Points with any Attack from your Action Surge, you may recover a Greater Glory Die up to your maximum.
Indomitable Glory Dice
Starting at 10th level, your Greater Glory Dice increase to d12s and your Lesser Glory Dice increase to d8s. In addition, as a Bonus Action, you may choose to use one of your remaining uses of Indomitable to use a Heroic Deed instead of when you normally would. If you do, you may immediately make a Saving Throw to end an ongoing effect or condition.
"You've Done Great Things."
When you choose this archetype at 3rd level, in any town or settlement where you are known, you make Charisma (Persuade) checks with Advantage and will always be granted shelter for the night.
"You Call That a Hit!"
Starting at 7th level, whenever you use Action Surge and Second Wind, you gain Hit Points equal to your Constitution Modifier. At 9th level, this ability also includes Indomitable.
"I Won't Go Down Without a Fight"
Starting at 15th level, when you would be reduced to 0 Hit Points, as a Reaction, you may immediately spend all of your remaining Glory Dice. If you do, roll the spent Glory Dice and you gain Hit Points equal to the result plus your Constitution modifier, but no more than your Fighter level plus your Constitution. You may use this ability once per Long Rest.
"I am the Greatest!"
Starting at 18th level, whenever you reduce an enemy to 0 Hit Points, you may make a Saving Throw (Constitution), DC 18. If you succeed, you may recover one spent Lesser Glory Die.
Previous Versions
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6/22/2020 3:01:29 PM
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11/26/2020 4:11:01 PM
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Posted Nov 26, 2020Updated 26 NOV 20: Removed Placeholder Level 5 Feature as that is no longer needed to publish Fighter subclasses.