Base Class: Fighter
You rely solely on the forces of luck. Every roll that you make has a chance to change the outcome of any given scenario, whether it be a grace granted by an other-worldly being or just a cruel joke, something is controlling your fate.
Fortunate Presence
When you choose this archetype at 3rd level, a blessing of fortune washes over you. It feels as if something other-worldly has taken a liking to you.
Hindsight- Points used to twist fate into your favor. Gain a number of points equal to your Wisdom modifier+2. (minimum 3)
You can recover points of Hindsight whenever you roll a critical on an attack, ability check, or saving throw. You can not exceed your maximum. During a short rest, you can expend 2 hit-die to recover 1 point of Hindsight. You recover all points of Hindsight after a long rest.
Faith’s Cloak- Enemy attacks have a tendency to miss you. Your Armor Class is increased by your Wisdom modifier.
Auspicious Grace- You gain proficiency with dice sets. Additionally, you gain proficiency in Wisdom and Dexterity Saving throws.
Mediocre
At 3rd level, whenever you have advantage or disadvantage on an attack roll, ability check, or saving throw, roll 3d20 and take the roll that is neither the highest nor the lowest. You can choose the highest or lowest roll by spending a point in Hindsight.
Close Call
Starting at 7th level, you are given an amount of defense die equal to twice your proficiency modifier. Defense die are equivalent to your hit die value of 1d10.
Whenever an enemy has rolled a successful attack towards you, you can use your Defense Class to attempt to prevent the attack from hitting. Your Defense Class is equal to 1/2 AC (rounded up)+ Defense die. You may use as many Defense die as needed to prevent the attack.
Revitalize
Additionally at 7th level, as an action, you can regenerate an Action Surge by using 3 points of Hindsight.
Once you use this feature, you must finish a short or long rest before you can use it again.
Critical Defense
Starting at 10th level, your Armor Class is increased by 1. Additionally, your blessing can now be used to fortify yourself.
Prepared- As an action you can use 2 points of Hindsight to gain hit points equal to your Fighter level + your Wisdom modifier. This effect can stack and lasts until you take a short or long rest.
Improvised- As a reaction, you can use 2 points of Hindsight to temporarily increase your Armor Class by 10. The effect lasts until the beginning of your next turn.
Divine Marvel
At 15th level, you learn how to use your luck to have advantage in combat. As an action, you can use your Action Surge to gain all of the following benefits until the start of your next turn.
Divine Critical- Attack rolls, ability checks, or saving throws of 18-20 should be treated as a 20.
Divine Success- Add your Wisdom modifier to your Attack rolls.
Divine Damage- Immediately after an attack hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.
Divine Obscurity- All creatures have disadvantage on attacks made against you.
Embodiment
At 18th level, as an action, your Guardian Angel’s form becomes temporarily visible and seen by others. The form is to be seen as Humongous and lasts for 1 minute. You can exhaust 4 points of Hindsight to choose one of the following forms:
Hope- Your Guardian Angel takes the form of a Shooting Star. Each creature of your choice within 120 feet automatically succeeds on all saving throws, including death saving throws for 1 minute. You can use this feature if you are stunned, paralyzed, charmed, frightened, or unconscious and it automatically succeeds to remove the condition.
Fear- Your Guardian Angel takes the form of a Fierce Dragon. Each creature of your choice that is within 120 feet of you must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Frightful Presence for the next 24 hours.
Peace- Your Guardian Angel takes the form of a Stoic Grandfather Tree. Each creature of your choice within 120 feet is blessed for 1 hour. They can add an additional 1d4 to any attack or saving throw.
In addition, healing spells of all creatures within 120 feet can be used as a bonus action for 1 minute. All creatures must make a Wisdom saving roll of DC 16 or higher. If the save fails, the creature can’t cast any magic for 1 minute.
War-Your Guardian Angel takes the form of a Steadfast Knight. Each creature of your choice within 120 feet has their weapon attacks score a critical with a roll of 18-20 for 1 minute. If you already score criticals less than 20, drop 2 additional points.
In addition, increase the Armor Class of all creatures within 120 feet of your choice by 2 for 1 minute.
Previous Versions
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11/19/2020 3:36:06 PM
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11/20/2020 12:02:14 AM
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7/7/2021 8:29:58 PM
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7/10/2021 1:04:27 AM
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6/26/2022 5:36:08 PM
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2.0
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