Fighter
Base Class: Fighter

Those who emulate the archetypal Vagabond look deep within themselves to form a better understanding of ones self and form a closer relationship with their blade and their fighting style. They follow no true school, but instead learn their own styles through trial and error. Combat is only a part of the puzzle for a Vagabond, to truly become a master they must discover who they really are. This is what a Vagabond is constantly working towards. 

Inner technique

When you choose this archetype at 3rd level, you use the techniques you’ve developed yourself That are fueled by special dice known as focus die.

Techniques: you use The techniques you have discovered through your journey, you can use four techniques under the technique tree, techniques can only be used once per attack unless described to allow a secondary attack.

You discover 1 additional technique of your choice at 7th, 10th, and 15th level. Each time you learn a new technique, you can also replace one technique you know with a different one.

Your DM Can also depict your character discovering different techniques through your character's journey, say they roleplay spending large chunks of time practicing different techniques which may come to mind at random times of the day, your DM can decide if they’ve obtained one of the Techniques listed in the Technique section.

Focus: You have four focus dice, which are d10s. A focus die is expended when you use it. You regain all of your expended focus die when you finish a short rest. 

You gain two focus die at 7th level and two more at 15th level. 

your die turns into d12’s at 15th level. 

Saving Throws. Some of your techniques require your target to make a saving throw to resist the techniques effects. The saving throw DC is calculated as follows:

Techniques save DC = 8 + your proficiency bonus + your Strength or Dexterity or Constitution modifier (your choice)

 

Techniques

Your inner techniques are all listed here, these techniques are as unique as you are.

Bite Of The Fox

After rolling your attack, you attack your opponent's vulnerable spot with one swift and precise movement like a fox’s attack. Add the focus die to your attack roll and the opponent has to make a CON save, on a fail save their movement speed will be halved till their next turn.

Bloody Strike

you hit one of your enemies veins in attempt to cause them to bleed out. Add your die to your damage roll and your opponent has to make a CON save on a fail your opponent suffers a bleeding affect, taking damage equal to your STR or DEX modifier each of its turns if it doesnt take an action to stop the bleeding (A CON save of 10) if theyre healed it stops the bleeding affect. undead, elementals and constructs are immune to the bleed affect.

Cheetah’s sprint

On your turn, you can use a Bonus Action and expend one focus die to take the Dash action.

Ears of the deer

If you’re in a dark or dimly lit location you can expand one focus die to strain your ears in attempt to hear anything which may be attempting to sneak up on you in the dark. You can add your focus die to your perception check roll.

Elephants nature

When an adjacent ally is damaged by an attack from a creature you can see, you can expend one focus die and use your reaction to interpose yourself in way of harm. The attack damages you instead of the ally. 

Pangolins defense

Expand one focus die to add your CON modifier to your AC as a reaction to an attack you can see.

Roar of the bear

As an action you can expend a focus die to let out a ferocious roar/battle cry to frighten your enemies. The opponent must make a WIS saving throw, on a fail save your opponent will be frightened by you for 1 turn. 

Superior riposte

if an opponent misses an attack against you, you can use your supreme dice to unleash a devastating counter, add both die to your damage roll.

Supreme Constitution

you take a moment to recollect yourself and fight off the injuries you've obtained. expend two focus die and add them to your hit point total. 

Supreme impact

When you hit a creature with a weapon attack, you can expend two focus die to exhaust the target. You add one focus die to the attack's damage roll, and the target must make a Constitution save or acquire one level of Exhaustion.

Supreme Strike

Expend a two focus die to attack you opponent with everything you have. add both focus die to your damage roll. 

Talons Of The Eagle

When you hit a creature with an attack you can expand one focus die to attempt to grapple your opponent the same size or smaller than you. You add the focus die to the damage roll and the opponent must make a STR saving throw or they’ll be grappled by you. your opponent can make STR saving throws at the beginning of their turns to escape your grasp.

Wolves feast

When you hit a creature whose size category is equal to or greater than your own with a weapon attack, you can expend one focus die to perform an aggressive attack. You add the focus die to the attack's damage roll, and if the attack reduces the target to 0 hit points, you regain one spent focus die.

One With Your Surrondings

Paying close attention to your environment you’ve developed a natural skill. You double your proficiency bonus investigation and survival.

Weapon Bound

Starting at level 7 you realize that your weapon is only an extension of your strength and will. You pick a weapon you currently have and declare it as one of your most prized possessions. The weapon you choose gets a plus one to attack rolls and damage rolls, if the weapon already has a plus one modifier on it, it becomes a plus two. if it has a plus two, it becomes a plus three, if it already has a plus 3 it becomes a plus 4 in addition the weapon is considered a magical weapon.  If the said weapon is lost or if you exchange said weapon, ask your DM if you can form this connection with said weapon, they can decide the amount of time you have to use the weapon in order for you to become one with it.

Supreme Focus

you focus your entire being on your opponent and their action, using two action die you are granted the ability to preform supreme techniques. Supreme techniques can be picked up and switched around with your other techniques at 10th level.

Remarkable Endurence.

You've become accustomed to the harsh environments you'd come across on your journey. your movement speed is increased by 15 feet, you can travel across rough terrain as if it were normal, you're also able to disengage from a creature in rough terrain using your bonus action.

Grand Masters Focus

If you’ve expanded all of your die, you can regain them all using this technique. You regain the ability to use this technique after a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
4/12/2021 7:15:01 PM
77
3
5e
Coming Soon
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