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Vote Up a 5e-Alike: Fighter Draft 2, plus Archetypes (and a poll)
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<blockquote data-quote="Faolyn" data-source="post: 9193875" data-attributes="member: 6915329"><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Warrior Archetypes</span></span></strong></p><p>The first level of your Warrior career is considered a time of training; you haven’t yet chosen what sort of warrior you want to be yet—or if you have, you haven’t yet been accepted into the ranks. At 2nd level, you choose your archetype.</p><p></p><p><strong><span style="color: rgb(44, 130, 201)"><span style="font-size: 22px">Archer</span></span></strong></p><p>While many warriors learn how to use ranged weapons, only archers are their true masters. Whether they specialize in the bow, as most do, or choose other weapons such as slings or crossbows, archers are deadliest at a distance.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">2nd Level: Bonus Skill</span></span></strong></p><p>You are proficient in Perception.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">2nd Level: Aim</span></span></strong></p><p>When you take this archetype at 2nd level, your skill with a bow becomes deadly. When you make a ranged attack at a target within normal range, you can choose to gain a +1 to the attack or inflict an additional 1d4 damage. You can do this a number of times equal to your Wisdom modifier, and regain all expended uses when you complete a long rest. You can’t use this ability if you have moved during this turn, and your speed becomes 0 for the rest of the turn.</p><p></p><p>At 7th level, and every 5 levels after that, you can choose to gain an additional +1 to hit or inflict an additional 2d4 damage (+2 to hit or +3d4 damage at 7th level, +3 to hit or +5d4 damage at 12th level, etc., to a maximum of +6 to hit and +11d4 damage.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">2nd Level: Sharpshooter</span></span></strong></p><p>you don’t have disadvantage on ranged weapon attack rolls made against targets at long range, and your ranged weapon attacks ignore half cover and three-quarters cover.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">2nd Level: Versatile Weaponry</span></span></strong></p><p>When you pick this archetype at 2nd level, when you make an attack with a ranged weapon, you can use your choice of either your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">7th Level: Called Shots</span></span></strong></p><p>When you reach 7th level, your ability to aim becomes surpassed by none. When you use your Aim ability, you can choose to make a called shot. On a hit, the target takes the additional damage from Aim and must make a Fortitude saving throw or suffer an additional effect:</p><ul> <li data-xf-list-type="ul"><strong>Eyes:</strong> The target is Blinded.</li> <li data-xf-list-type="ul"><strong>Leg or Wing:</strong> The target’s walking or flying speed is halved.</li> <li data-xf-list-type="ul"><strong>Arm:</strong> The target can’t hold weapons in that hand and drops whatever it was holding.</li> <li data-xf-list-type="ul"><strong>Vitals:</strong> The target is knocked prone and is stunned.</li> </ul><p>The target may make a new saving throw at the end of each of its turns, ending the effect on itself on a success. This saving throw is made at disadvantage if you rolled a critical success on your attack roll. Any amount of healing magic will also end the effect.</p><p></p><p>Additionally, you have advantage on attack rolls made against inanimate objects.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">10th Level: All-Seeing Eyes</span></span></strong></p><p>At 10th level, you can take the Search action as a bonus action.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">10th Level: Point-Blank Shot</span></span></strong></p><p>You fight better at a distance, but by 10th level, you have learned how to deal with enemies who are close to you. You don’t have disadvantage on attack rolls made against targets that are within 5 feet of you, and if you hit a creature within 5 feet of you with a ranged attack, that creature can’t take reactions until the beginning of your next turn.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">15th Level: Dodge</span></span></strong></p><p>At 15th level, you gain a bonus to your AC equal to your Wisdom modifier against ranged attacks.</p><p></p><p></p><p><span style="font-size: 22px"><span style="color: rgb(44, 130, 201)"><strong>Brawler</strong></span></span></p><p>While most warriors use weapons, some prefer to fight bare-handed, letting their fists and muscles do the work normally left up to steel and iron.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">2nd Level: Bonus Skill</span></span></strong></p><p>You are proficient in Athletics.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">2nd Level: Muscle Mass</span></span></strong></p><p>You’ve honed your punches well, allowing you to do tremendous amounts of damage. When making unarmed attacks, you inflict an additional 1d4 bludgeoning damage. This die increases to a d6 at 8th level, a d8 at 14th level, and a d10 at 20th level. Additionally, you can expend a number of maneuver dice up to half your level and add them to your unarmed damage.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">2nd Level: Power Blows</span></span></strong></p><p>At 2nd level, you can use any maneuver that would let you add your maneuver die to the damage inflicted by a melee weapon when making an unarmed attack</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">7th Level: Break Through</span></span></strong></p><p>When you reach 7th level, your unarmed attacks count as magical for the purposes of overcoming resistance to nonmagical weapons.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">7th Level: Tough As Nails</span></span></strong></p><p>At 7th level, whenever you complete a short or long rest, you gain a number of temporary hit points equal to twice your Strength modifier.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">10th Level: Basher</span></span></strong></p><p>When you reach 10th level, you can apply the extra damage from your level 2 ability, Muscle Mass, to any attack made with a bludgeoning weapon.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">10th Level: Extra Style</span></span></strong></p><p>At 10th level, you can choose an additional fighting style. You can choose a third fighting style at 20th level, and every 10 levels after that.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">15th Level: Shrug It Off</span></span></strong></p><p>At 15th level, you have advantage on saving throws to avoid being grappled, incapacitated, paralyzed, restrained, stunned, knocked prone, or knocked unconscious.</p><p></p><p></p><p><span style="font-size: 22px"><span style="color: rgb(44, 130, 201)"><strong>Fighter</strong></span></span></p><p>From war-trained soldiers to self-taught thugs, fighters are the most common type of warrior. They lack the specialized knowledge, sheer brutality, and often magical abilities of other types of warriors but more than make up for it in sheer versatility.</p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(65, 168, 95)">2nd Level: Bonus Skill</span></span></strong></p><p>You are proficient in Athletics.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">2nd Level: Recovery</span></span></strong></p><p>When you take this archetype at 2nd level, you gain the ability to push yourself past your limits. You can use a bonus action to regain a number of hit points equal to 1d10 + your Warrior level. Once you use this feature, you can’t use it again until you complete a short or long rest.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">2nd Level: Fast Action</span></span></strong></p><p>Also at 2nd level, you can force yourself to move faster than normal. On your turn, you can take an additional action. Once you use this feature, you can’t use it again until you complete a short or long rest.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">7th Level: Extra Style</span></span></strong></p><p>At 7th level, you can choose an additional fighting style. You can choose a third fighting style at 17th level, and every 10 levels after that.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">7th Level: Maneuver Dice</span></span></strong></p><p>Also at 7th level, you gain an additional two maneuver dice.</p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(65, 168, 95)">10th Level: Maneuver Expert</span></span></strong></p><p>At 10th level, your maneuver die becomes a d10, and it becomes a d12 at 18th level. You also gain an additional two maneuvers of your choice.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">15th Level: Brute Force</span></span></strong></p><p>At 15th level, you can fully put your strength into your attacks. Once per rest, you can spend a number of maneuver dice up to half your proficiency bonus (rounded up) to add to your damage roll. You can do this even if you have used a maneuver this turn.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">15th Level: Reserves</span></span></strong></p><p>Also at 15th level, when you roll initiative, if you have no maneuver dice left, you regain 1 maneuver die.</p><p></p><p></p><p><span style="color: rgb(44, 130, 201)"><span style="font-size: 22px"><strong>Holy Warrior</strong></span></span></p><p>Chosen by the gods and beings of similar power, holy warriors have a single purpose in life: to fulfill the orders of their patrons. Although their name evokes images of chivalric knights in shining armor who perform good deeds across the land, in truth, most gods have their holy warriors, not just the good ones, and even the good deities demand that their servants perform violent deeds in their name.</p><p></p><p>Choose what god or otherworldly being you are following. Some of the holy warrior’s abilities allow for you to choose an option appropriate for your god (vow, chosen enemy, smite damage type, and channel divinity). If your god is fully detailed and lists the most appropriate options for each choice, consider limiting your choice to those options. Otherwise, work with your GM to determine which of the options are the most thematic for your character and their patron.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">2nd Level: Bonus Skill</span></span></strong></p><p>You are proficient in Religion.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">2nd Level: Oath</span></span></strong></p><p>At 2nd level, you swear an oath of fealty to your god. Work with your GM to determine the exact nature of this oath, but it should consist of at least four different elements you are required to follow. Example elements include:</p><ul> <li data-xf-list-type="ul"><em>Always be honest, but be kind in your honesty</em></li> <li data-xf-list-type="ul"><em>Show compassion and protect the weak and helpless</em></li> <li data-xf-list-type="ul"><em>Maintain strict discipline over your body and mind and allow yourself no temporal failings.</em></li> <li data-xf-list-type="ul"><em>Show no mercy or kindness, and expect none from others</em></li> <li data-xf-list-type="ul"><em>Violence is a means of last resort; diplomacy should always be used first</em></li> <li data-xf-list-type="ul"><em>Encourage beauty and love wherever you go; allow no ugliness or cruelty to exist</em></li> <li data-xf-list-type="ul"><em>Follow all orders given by your god, temple, or commanders, no matter what you must do to complete them.</em></li> <li data-xf-list-type="ul"><em>Be ever-vigilant to threats of incursion from beings from beyond (your country/homeland/plane of existence).</em></li> <li data-xf-list-type="ul"><em>Do not allow magic to pollute your body; accept no spells cast upon you</em></li> </ul><p>Should you knowingly break your vow, your god will punish you by removing one or all of your holy warrior abilities, until you have properly atoned for your acts. In particularly egregious acts of vow-breaking (GM’s discretion), this loss will be permanent. You lose all holy warrior abilities and gain no abilities from any archetype as you increase in level.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">2nd Level: Lay on Hands</span></span></strong></p><p>At 2nd level, you gain the ability heal wounds and cure diseases with your touch. You have a pool of healing power that consists of a number of hit points equal to your Warrior level × 5. This pool is refilled when you complete a long rest.</p><p></p><p>As an action, you can touch a creature and heal it, drawing power from that pool to restore that number of hit points. Alternatively, you can expend 5 hit points to neutralize one disease or poison. Constructs and undead can’t benefit from this ability.</p><p></p><p>Additionally, you have advantage on saving throws to avoid being poisoned or to contract a disease.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">2nd Level: Smite</span></span></strong></p><p>Also at 2nd level, choose the damage type best associated with your god: force, necrotic, or radiant; some deities may allow for different damage types. Once per short or long rest, you can add 2d8 damage of that type to your damage roll. After you have used this ability once, you can choose to use it again by expending a number of maneuver dice up to half your level and add them to your smite damage.</p><p></p><p>At sixth level, and every four levels after that, your base smite damage increases by 2d8 (4d8 at 6th level, 6d8 at 10th level, etc.).</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">7th Level: Slayer of Adversaries</span></span></strong></p><p>Your god has declared that certain creatures are their enemies. At 2nd level, choose two of the following creature types: aberrations, celestials, elementals, fey, fiends, or undead. Optionally, choose two types of humanoids. As an action, you can extend your senses, and until the next turn, you know the location of any creature of that type that is within 60 feet of you, provided that it is not behind total cover. You will also get a sense that there are creatures of that type that are completely hidden, although you won’t be able to determine where they are. You will also be able to detect if there are places or objects in that area that have been consecrated or desecrated.</p><p></p><p>You can use this feature a number of times equal to your Charisma modifier +1, and regain all expended uses upon completing a long rest.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">7th Level: Spellcasting</span></span></strong></p><p>At 7th level, you gain the ability to cast spells, chosen from the Divine spell list.</p><p></p><table style='width: 100%'><tr><td><p style="text-align: center"><strong>Level</strong></p> </td><td><p style="text-align: center"><strong>Cantrip<br /> Known</strong></p> </td><td><p style="text-align: center"><strong>Spells Known</strong></p> </td><td><p style="text-align: center"><strong>1st</strong></p> </td><td><p style="text-align: center"><strong>2nd</strong></p> </td><td><p style="text-align: center"><strong>3rd</strong></p> </td><td><p style="text-align: center"><strong>4th</strong></p> </td></tr><tr><td><p style="text-align: center">7th</p> </td><td><p style="text-align: center">2</p> </td><td><p style="text-align: center">3</p> </td><td><p style="text-align: center">2</p> </td><td><p style="text-align: center">—</p> </td><td><p style="text-align: center">—</p> </td><td><p style="text-align: center">—</p> </td></tr><tr><td><p style="text-align: center">8th</p> </td><td><p style="text-align: center">2</p> </td><td><p style="text-align: center">4</p> </td><td><p style="text-align: center">3</p> </td><td><p style="text-align: center">—</p> </td><td><p style="text-align: center">—</p> </td><td><p style="text-align: center">—</p> </td></tr><tr><td><p style="text-align: center">9th</p> </td><td><p style="text-align: center">2</p> </td><td><p style="text-align: center">4</p> </td><td><p style="text-align: center">3</p> </td><td><p style="text-align: center">—</p> </td><td><p style="text-align: center">—</p> </td><td><p style="text-align: center">—</p> </td></tr><tr><td><p style="text-align: center">10th</p> </td><td><p style="text-align: center">2</p> </td><td><p style="text-align: center">5</p> </td><td><p style="text-align: center">3</p> </td><td><p style="text-align: center">2</p> </td><td><p style="text-align: center">—</p> </td><td><p style="text-align: center">—</p> </td></tr><tr><td><p style="text-align: center">11th</p> </td><td><p style="text-align: center">3</p> </td><td><p style="text-align: center">6</p> </td><td><p style="text-align: center">4</p> </td><td><p style="text-align: center">3</p> </td><td><p style="text-align: center">—</p> </td><td><p style="text-align: center">—</p> </td></tr><tr><td><p style="text-align: center">12th</p> </td><td><p style="text-align: center">3</p> </td><td><p style="text-align: center">6</p> </td><td><p style="text-align: center">4</p> </td><td><p style="text-align: center">3</p> </td><td><p style="text-align: center">—</p> </td><td><p style="text-align: center">—</p> </td></tr><tr><td><p style="text-align: center">13th</p> </td><td><p style="text-align: center">3</p> </td><td><p style="text-align: center">7</p> </td><td><p style="text-align: center">4</p> </td><td><p style="text-align: center">3</p> </td><td><p style="text-align: center">2</p> </td><td><p style="text-align: center">—</p> </td></tr><tr><td><p style="text-align: center">14th</p> </td><td><p style="text-align: center">3</p> </td><td><p style="text-align: center">8</p> </td><td><p style="text-align: center">4</p> </td><td><p style="text-align: center">4</p> </td><td><p style="text-align: center">3</p> </td><td><p style="text-align: center">—</p> </td></tr><tr><td><p style="text-align: center">15th</p> </td><td><p style="text-align: center">4</p> </td><td><p style="text-align: center">8</p> </td><td><p style="text-align: center">4</p> </td><td><p style="text-align: center">4</p> </td><td><p style="text-align: center">3</p> </td><td><p style="text-align: center">—</p> </td></tr></table><p></p><p><strong><em>Spell Progression:</em></strong> Holy warriors get one new cantrip every four levels, to a maximum of 6 cantrips. They get new spells known at a progression of 1 new spell for one level, then one new spell for two levels (a 9th spell at 16th level, a 10th spell at 17th and 18th level, an 11th spell at 19th level, a 12th spell at 20th and 21st level, etc., to a maximum of 15 spells known). They gain the ability to cast one 4th-level spell at 16th level, and gain additional spell slots as per the 1st level progression, to a maximum of four spell slots per level.</p><p></p><p><strong><em>Spells Known:</em></strong> When you gain this ability, you choose three first-level spells and two cantrips. You know additional spells when you increase in level, and when you gain a level in this class, you can choose one of the spells or cantrips you know and replace it with another spell from the Divine spell list, which must be for a level in which you have spell slots.</p><p></p><p><em><strong>Spellcasting Ability:</strong> </em>Your spellcasting ability is Charisma, since channeling divine will requires your faith and convictions to be strong. <em>[[Actual calculations to come later]]</em></p><p><em></em></p><p><em><strong>Spellcasting Focus:</strong> </em>Your spellcasting focus is your holy symbol.</p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(65, 168, 95)">10th Level: Aegis</span></span></strong></p><p>At 10th level, you are surrounded by an invisible aura of godly energy that extends 10 feet around you. This aura remains as long as you are conscious and not incapacitated. The aegis’ range increases by 5 feet every four levels (15 feet at 15th level, 20 feet at 20th level, etc.).</p><p></p><p>You and all friendly creatures in the aura gain a bonus to all saving throws equal to your Charisma modifier (minimum +1). In addition, choose one of the following:</p><ul> <li data-xf-list-type="ul">Creatures in the aura have advantage on saving throws against being charmed.</li> <li data-xf-list-type="ul">Creatures in the aura have advantage on saving throws against being frightened.</li> <li data-xf-list-type="ul">Creatures in the aura have their walking speed increased by 10 feet.</li> <li data-xf-list-type="ul">Creatures in the aura gain a bonus to their initiative rolls equal to your Charisma modifier.</li> </ul><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">15th Level: Channel Divinity</span></span></strong></p><p>At 15th level, your god grants you the ability to channel their diving power, gaining powerful abilities. You gain two of these abilities that are appropriate to your god. You can use your Channel Divinity twice between rests, and gain another use every six levels (21st level, 27th level, etc.). When you finish a short or long rest, you regain all expended uses.</p><p></p><p><strong>Bolster Allies:</strong> As a bonus action, each creature of your choice that is within 30 feet of you that is bloodied regains a number of hit points equal to 2d6 + your Charisma modifier.</p><p></p><p><strong>Consume Life:</strong> Immediately after you deal damage to a creature with a Smite, you can use your bonus action to gain a number of temporary hit points equal to the amount of damage you inflicted with your Smite. Optionally, you can choose to divide those temporary hit points among as many friendly creatures you like that are within 30 feet.</p><p></p><p><strong>Divine Guidance:</strong> When you or one ally you can see within 30 feet of you makes an ability check or attack roll, you can call upon your deity for help and gain a +10 bonus to that roll. You can make this choice after you see the roll but before you know whether you were successful or not.</p><p></p><p><strong>Monstrous Presence:</strong> You can exude a terrifying aura. As an action, you can force each creature of your choice within 60 feet of you to make a Wisdom saving throw. On a failure, it is frightened of you for 1 minute. A frightened creature may make a new saving throw at the end of each of its turns, ending the effect on a success.</p><p></p><p><strong>Rebuke Attacker:</strong> Immediately after you see a creature within 60 feet deal damage to another creature other than yourself, you can use your reaction to force the attacker to make a Will saving throw. The creature takes radiant damage equal to the damage it just dealt on a failed save, or half as much on a successful one.</p><p></p><p></p><p><span style="font-size: 22px"><span style="color: rgb(44, 130, 201)"><strong>Rager</strong></span></span></p><p>These warriors are known for their ability to fly into berserk rages, during which they are agents of near-mindless destruction. They are both feared and revered for these rages.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">2nd Level: Bonus Skill</span></span></strong></p><p>You are proficient in Survival.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">2nd Level: Rage</span></span></strong></p><p>You can use your bonus action to fall into a rage. The rage lasts for 1 minute, until you fall unconscious, or if your turn ends and you haven’t attacked a hostile creature or taken damage since your last turn. You can rage a number of times equal to your proficiency bonus. You can also choose to use a bonus action to end your rage. While raging, the following are in effect:</p><ul> <li data-xf-list-type="ul">You have advantage on Strength ability checks and Strength saving throws.</li> <li data-xf-list-type="ul">You gain a bonus to the damage you inflict equal to your proficiency bonus.</li> <li data-xf-list-type="ul">You have resistance to bludgeoning, piercing, and slashing damage.</li> <li data-xf-list-type="ul">You can attack recklessly. While doing so, you have advantage on melee weapon attacks that rely on Strength, but attack rolls made against you are made at advantage as well.</li> <li data-xf-list-type="ul">You can’t cast or concentrate on spells</li> </ul><p>Additionally, choose one of the following options:</p><p></p><p><strong><em>Armored Attacker: </em></strong>You can rage while wearing medium or heavy armor, and armor doesn’t count towards your encumbrance levels.</p><p></p><p><strong><em>Unarmored Attacker: </em></strong>You can rage only while not wearing armor, but while unarmored, your AC includes both your Dexterity and Constitution modifier. You can use a shield and still gain these benefits. Your speed is also increased by10 feet.</p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(65, 168, 95)">2nd Level: Quick Reflexes</span></span></strong></p><p>Your body reacts before your mind registers the danger. As long as you aren’t blinded, deafened, or incapacitated, you have advantage on Dexterity saving throws against effects that you can see.</p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(65, 168, 95)">7th Level: Relentless</span></span></strong></p><p>At 7th level, whenever you complete a short or long rest, you gain a number of temporary hit points equal to twice your Strength modifier.</p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(65, 168, 95)">7th Level: Wild Instincts</span></span></strong></p><p>Also at 7th level, your reflexes become even more honed. You have advantage on initiative rolls, and even if you are surprised when combat begins, you can still enter a rage. When you rage, you can move up to half your speed, as long as you are moving towards a target.</p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(65, 168, 95)">10th Level: Relentless</span></span></strong></p><p>At 10th level, if you drop to 0 hit points while raging, you can make a Fortitude saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature, you gain a -2 penalty to your roll. The difficulty resets to normal when you complete a long or short rest.</p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(65, 168, 95)">10th Level: Vicious Attacks</span></span></strong></p><p>At 7th level, when you roll a critical hit, you can roll one additional damage die. You gain an additional damage die every 5 levels (12th level, 17th level, etc.)</p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(65, 168, 95)">15th Level:</span></span></strong> <strong><span style="font-size: 18px"><span style="color: rgb(65, 168, 95)">Unending Rage</span></span></strong></p><p>At 15th level, your rage doesn’t stop until you choose to end it.</p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(65, 168, 95)">15th Level: Matter over Mind</span></span></strong></p><p>Also at 15th level, if you would have to make an Intelligence, Wisdom, or Charisma saving throw against an effect that deals damage, you can make a Constitution saving throw instead.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9193875, member: 6915329"] [B][COLOR=rgb(65, 168, 95)][SIZE=7]Warrior Archetypes[/SIZE][/COLOR][/B] The first level of your Warrior career is considered a time of training; you haven’t yet chosen what sort of warrior you want to be yet—or if you have, you haven’t yet been accepted into the ranks. At 2nd level, you choose your archetype. [B][COLOR=rgb(44, 130, 201)][SIZE=6]Archer[/SIZE][/COLOR][/B] While many warriors learn how to use ranged weapons, only archers are their true masters. Whether they specialize in the bow, as most do, or choose other weapons such as slings or crossbows, archers are deadliest at a distance. [B][COLOR=rgb(65, 168, 95)][SIZE=5]2nd Level: Bonus Skill[/SIZE][/COLOR][/B] You are proficient in Perception. [B][COLOR=rgb(65, 168, 95)][SIZE=5]2nd Level: Aim[/SIZE][/COLOR][/B] When you take this archetype at 2nd level, your skill with a bow becomes deadly. When you make a ranged attack at a target within normal range, you can choose to gain a +1 to the attack or inflict an additional 1d4 damage. You can do this a number of times equal to your Wisdom modifier, and regain all expended uses when you complete a long rest. You can’t use this ability if you have moved during this turn, and your speed becomes 0 for the rest of the turn. At 7th level, and every 5 levels after that, you can choose to gain an additional +1 to hit or inflict an additional 2d4 damage (+2 to hit or +3d4 damage at 7th level, +3 to hit or +5d4 damage at 12th level, etc., to a maximum of +6 to hit and +11d4 damage. [B][COLOR=rgb(65, 168, 95)][SIZE=5]2nd Level: Sharpshooter[/SIZE][/COLOR][/B] you don’t have disadvantage on ranged weapon attack rolls made against targets at long range, and your ranged weapon attacks ignore half cover and three-quarters cover. [B][COLOR=rgb(65, 168, 95)][SIZE=5]2nd Level: Versatile Weaponry[/SIZE][/COLOR][/B] When you pick this archetype at 2nd level, when you make an attack with a ranged weapon, you can use your choice of either your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. [B][COLOR=rgb(65, 168, 95)][SIZE=5]7th Level: Called Shots[/SIZE][/COLOR][/B] When you reach 7th level, your ability to aim becomes surpassed by none. When you use your Aim ability, you can choose to make a called shot. On a hit, the target takes the additional damage from Aim and must make a Fortitude saving throw or suffer an additional effect: [LIST] [*][B]Eyes:[/B] The target is Blinded. [*][B]Leg or Wing:[/B] The target’s walking or flying speed is halved. [*][B]Arm:[/B] The target can’t hold weapons in that hand and drops whatever it was holding. [*][B]Vitals:[/B] The target is knocked prone and is stunned. [/LIST] The target may make a new saving throw at the end of each of its turns, ending the effect on itself on a success. This saving throw is made at disadvantage if you rolled a critical success on your attack roll. Any amount of healing magic will also end the effect. Additionally, you have advantage on attack rolls made against inanimate objects. [B][COLOR=rgb(65, 168, 95)][SIZE=5]10th Level: All-Seeing Eyes[/SIZE][/COLOR][/B] At 10th level, you can take the Search action as a bonus action. [B][COLOR=rgb(65, 168, 95)][SIZE=5]10th Level: Point-Blank Shot[/SIZE][/COLOR][/B] You fight better at a distance, but by 10th level, you have learned how to deal with enemies who are close to you. You don’t have disadvantage on attack rolls made against targets that are within 5 feet of you, and if you hit a creature within 5 feet of you with a ranged attack, that creature can’t take reactions until the beginning of your next turn. [B][COLOR=rgb(65, 168, 95)][SIZE=5]15th Level: Dodge[/SIZE][/COLOR][/B] At 15th level, you gain a bonus to your AC equal to your Wisdom modifier against ranged attacks. [SIZE=6][COLOR=rgb(44, 130, 201)][B]Brawler[/B][/COLOR][/SIZE] While most warriors use weapons, some prefer to fight bare-handed, letting their fists and muscles do the work normally left up to steel and iron. [B][COLOR=rgb(65, 168, 95)][SIZE=5]2nd Level: Bonus Skill[/SIZE][/COLOR][/B] You are proficient in Athletics. [B][COLOR=rgb(65, 168, 95)][SIZE=5]2nd Level: Muscle Mass[/SIZE][/COLOR][/B] You’ve honed your punches well, allowing you to do tremendous amounts of damage. When making unarmed attacks, you inflict an additional 1d4 bludgeoning damage. This die increases to a d6 at 8th level, a d8 at 14th level, and a d10 at 20th level. Additionally, you can expend a number of maneuver dice up to half your level and add them to your unarmed damage. [B][COLOR=rgb(65, 168, 95)][SIZE=5]2nd Level: Power Blows[/SIZE][/COLOR][/B] At 2nd level, you can use any maneuver that would let you add your maneuver die to the damage inflicted by a melee weapon when making an unarmed attack [B][COLOR=rgb(65, 168, 95)][SIZE=5]7th Level: Break Through[/SIZE][/COLOR][/B] When you reach 7th level, your unarmed attacks count as magical for the purposes of overcoming resistance to nonmagical weapons. [B][COLOR=rgb(65, 168, 95)][SIZE=5]7th Level: Tough As Nails[/SIZE][/COLOR][/B] At 7th level, whenever you complete a short or long rest, you gain a number of temporary hit points equal to twice your Strength modifier. [B][COLOR=rgb(65, 168, 95)][SIZE=5]10th Level: Basher[/SIZE][/COLOR][/B] When you reach 10th level, you can apply the extra damage from your level 2 ability, Muscle Mass, to any attack made with a bludgeoning weapon. [B][COLOR=rgb(65, 168, 95)][SIZE=5]10th Level: Extra Style[/SIZE][/COLOR][/B] At 10th level, you can choose an additional fighting style. You can choose a third fighting style at 20th level, and every 10 levels after that. [B][COLOR=rgb(65, 168, 95)][SIZE=5]15th Level: Shrug It Off[/SIZE][/COLOR][/B] At 15th level, you have advantage on saving throws to avoid being grappled, incapacitated, paralyzed, restrained, stunned, knocked prone, or knocked unconscious. [SIZE=6][COLOR=rgb(44, 130, 201)][B]Fighter[/B][/COLOR][/SIZE] From war-trained soldiers to self-taught thugs, fighters are the most common type of warrior. They lack the specialized knowledge, sheer brutality, and often magical abilities of other types of warriors but more than make up for it in sheer versatility. [B][SIZE=5][COLOR=rgb(65, 168, 95)]2nd Level: Bonus Skill[/COLOR][/SIZE][/B] You are proficient in Athletics. [B][COLOR=rgb(65, 168, 95)][SIZE=5]2nd Level: Recovery[/SIZE][/COLOR][/B] When you take this archetype at 2nd level, you gain the ability to push yourself past your limits. You can use a bonus action to regain a number of hit points equal to 1d10 + your Warrior level. Once you use this feature, you can’t use it again until you complete a short or long rest. [B][COLOR=rgb(65, 168, 95)][SIZE=5]2nd Level: Fast Action[/SIZE][/COLOR][/B] Also at 2nd level, you can force yourself to move faster than normal. On your turn, you can take an additional action. Once you use this feature, you can’t use it again until you complete a short or long rest. [B][COLOR=rgb(65, 168, 95)][SIZE=5]7th Level: Extra Style[/SIZE][/COLOR][/B] At 7th level, you can choose an additional fighting style. You can choose a third fighting style at 17th level, and every 10 levels after that. [B][COLOR=rgb(65, 168, 95)][SIZE=5]7th Level: Maneuver Dice[/SIZE][/COLOR][/B] Also at 7th level, you gain an additional two maneuver dice. [B][SIZE=5][COLOR=rgb(65, 168, 95)]10th Level: Maneuver Expert[/COLOR][/SIZE][/B] At 10th level, your maneuver die becomes a d10, and it becomes a d12 at 18th level. You also gain an additional two maneuvers of your choice. [B][COLOR=rgb(65, 168, 95)][SIZE=5]15th Level: Brute Force[/SIZE][/COLOR][/B] At 15th level, you can fully put your strength into your attacks. Once per rest, you can spend a number of maneuver dice up to half your proficiency bonus (rounded up) to add to your damage roll. You can do this even if you have used a maneuver this turn. [B][COLOR=rgb(65, 168, 95)][SIZE=5]15th Level: Reserves[/SIZE][/COLOR][/B] Also at 15th level, when you roll initiative, if you have no maneuver dice left, you regain 1 maneuver die. [COLOR=rgb(44, 130, 201)][SIZE=6][B]Holy Warrior[/B][/SIZE][/COLOR] Chosen by the gods and beings of similar power, holy warriors have a single purpose in life: to fulfill the orders of their patrons. Although their name evokes images of chivalric knights in shining armor who perform good deeds across the land, in truth, most gods have their holy warriors, not just the good ones, and even the good deities demand that their servants perform violent deeds in their name. Choose what god or otherworldly being you are following. Some of the holy warrior’s abilities allow for you to choose an option appropriate for your god (vow, chosen enemy, smite damage type, and channel divinity). If your god is fully detailed and lists the most appropriate options for each choice, consider limiting your choice to those options. Otherwise, work with your GM to determine which of the options are the most thematic for your character and their patron. [B][COLOR=rgb(65, 168, 95)][SIZE=5]2nd Level: Bonus Skill[/SIZE][/COLOR][/B] You are proficient in Religion. [B][COLOR=rgb(65, 168, 95)][SIZE=5]2nd Level: Oath[/SIZE][/COLOR][/B] At 2nd level, you swear an oath of fealty to your god. Work with your GM to determine the exact nature of this oath, but it should consist of at least four different elements you are required to follow. Example elements include: [LIST] [*][I]Always be honest, but be kind in your honesty[/I] [*][I]Show compassion and protect the weak and helpless[/I] [*][I]Maintain strict discipline over your body and mind and allow yourself no temporal failings.[/I] [*][I]Show no mercy or kindness, and expect none from others[/I] [*][I]Violence is a means of last resort; diplomacy should always be used first[/I] [*][I]Encourage beauty and love wherever you go; allow no ugliness or cruelty to exist[/I] [*][I]Follow all orders given by your god, temple, or commanders, no matter what you must do to complete them.[/I] [*][I]Be ever-vigilant to threats of incursion from beings from beyond (your country/homeland/plane of existence).[/I] [*][I]Do not allow magic to pollute your body; accept no spells cast upon you[/I] [/LIST] Should you knowingly break your vow, your god will punish you by removing one or all of your holy warrior abilities, until you have properly atoned for your acts. In particularly egregious acts of vow-breaking (GM’s discretion), this loss will be permanent. You lose all holy warrior abilities and gain no abilities from any archetype as you increase in level. [B][COLOR=rgb(65, 168, 95)][SIZE=5]2nd Level: Lay on Hands[/SIZE][/COLOR][/B] At 2nd level, you gain the ability heal wounds and cure diseases with your touch. You have a pool of healing power that consists of a number of hit points equal to your Warrior level × 5. This pool is refilled when you complete a long rest. As an action, you can touch a creature and heal it, drawing power from that pool to restore that number of hit points. Alternatively, you can expend 5 hit points to neutralize one disease or poison. Constructs and undead can’t benefit from this ability. Additionally, you have advantage on saving throws to avoid being poisoned or to contract a disease. [B][COLOR=rgb(65, 168, 95)][SIZE=5]2nd Level: Smite[/SIZE][/COLOR][/B] Also at 2nd level, choose the damage type best associated with your god: force, necrotic, or radiant; some deities may allow for different damage types. Once per short or long rest, you can add 2d8 damage of that type to your damage roll. After you have used this ability once, you can choose to use it again by expending a number of maneuver dice up to half your level and add them to your smite damage. At sixth level, and every four levels after that, your base smite damage increases by 2d8 (4d8 at 6th level, 6d8 at 10th level, etc.). [B][COLOR=rgb(65, 168, 95)][SIZE=5]7th Level: Slayer of Adversaries[/SIZE][/COLOR][/B] Your god has declared that certain creatures are their enemies. At 2nd level, choose two of the following creature types: aberrations, celestials, elementals, fey, fiends, or undead. Optionally, choose two types of humanoids. As an action, you can extend your senses, and until the next turn, you know the location of any creature of that type that is within 60 feet of you, provided that it is not behind total cover. You will also get a sense that there are creatures of that type that are completely hidden, although you won’t be able to determine where they are. You will also be able to detect if there are places or objects in that area that have been consecrated or desecrated. You can use this feature a number of times equal to your Charisma modifier +1, and regain all expended uses upon completing a long rest. [B][COLOR=rgb(65, 168, 95)][SIZE=5]7th Level: Spellcasting[/SIZE][/COLOR][/B] At 7th level, you gain the ability to cast spells, chosen from the Divine spell list. [TABLE] [TR] [TD][CENTER][B]Level[/B][/CENTER][/TD] [TD][CENTER][B]Cantrip Known[/B][/CENTER][/TD] [TD][CENTER][B]Spells Known[/B][/CENTER][/TD] [TD][CENTER][B]1st[/B][/CENTER][/TD] [TD][CENTER][B]2nd[/B][/CENTER][/TD] [TD][CENTER][B]3rd[/B][/CENTER][/TD] [TD][CENTER][B]4th[/B][/CENTER][/TD] [/TR] [TR] [TD][CENTER]7th[/CENTER][/TD] [TD][CENTER]2[/CENTER][/TD] [TD][CENTER]3[/CENTER][/TD] [TD][CENTER]2[/CENTER][/TD] [TD][CENTER]—[/CENTER][/TD] [TD][CENTER]—[/CENTER][/TD] [TD][CENTER]—[/CENTER][/TD] [/TR] [TR] [TD][CENTER]8th[/CENTER][/TD] [TD][CENTER]2[/CENTER][/TD] [TD][CENTER]4[/CENTER][/TD] [TD][CENTER]3[/CENTER][/TD] [TD][CENTER]—[/CENTER][/TD] [TD][CENTER]—[/CENTER][/TD] [TD][CENTER]—[/CENTER][/TD] [/TR] [TR] [TD][CENTER]9th[/CENTER][/TD] [TD][CENTER]2[/CENTER][/TD] [TD][CENTER]4[/CENTER][/TD] [TD][CENTER]3[/CENTER][/TD] [TD][CENTER]—[/CENTER][/TD] [TD][CENTER]—[/CENTER][/TD] [TD][CENTER]—[/CENTER][/TD] [/TR] [TR] [TD][CENTER]10th[/CENTER][/TD] [TD][CENTER]2[/CENTER][/TD] [TD][CENTER]5[/CENTER][/TD] [TD][CENTER]3[/CENTER][/TD] [TD][CENTER]2[/CENTER][/TD] [TD][CENTER]—[/CENTER][/TD] [TD][CENTER]—[/CENTER][/TD] [/TR] [TR] [TD][CENTER]11th[/CENTER][/TD] [TD][CENTER]3[/CENTER][/TD] [TD][CENTER]6[/CENTER][/TD] [TD][CENTER]4[/CENTER][/TD] [TD][CENTER]3[/CENTER][/TD] [TD][CENTER]—[/CENTER][/TD] [TD][CENTER]—[/CENTER][/TD] [/TR] [TR] [TD][CENTER]12th[/CENTER][/TD] [TD][CENTER]3[/CENTER][/TD] [TD][CENTER]6[/CENTER][/TD] [TD][CENTER]4[/CENTER][/TD] [TD][CENTER]3[/CENTER][/TD] [TD][CENTER]—[/CENTER][/TD] [TD][CENTER]—[/CENTER][/TD] [/TR] [TR] [TD][CENTER]13th[/CENTER][/TD] [TD][CENTER]3[/CENTER][/TD] [TD][CENTER]7[/CENTER][/TD] [TD][CENTER]4[/CENTER][/TD] [TD][CENTER]3[/CENTER][/TD] [TD][CENTER]2[/CENTER][/TD] [TD][CENTER]—[/CENTER][/TD] [/TR] [TR] [TD][CENTER]14th[/CENTER][/TD] [TD][CENTER]3[/CENTER][/TD] [TD][CENTER]8[/CENTER][/TD] [TD][CENTER]4[/CENTER][/TD] [TD][CENTER]4[/CENTER][/TD] [TD][CENTER]3[/CENTER][/TD] [TD][CENTER]—[/CENTER][/TD] [/TR] [TR] [TD][CENTER]15th[/CENTER][/TD] [TD][CENTER]4[/CENTER][/TD] [TD][CENTER]8[/CENTER][/TD] [TD][CENTER]4[/CENTER][/TD] [TD][CENTER]4[/CENTER][/TD] [TD][CENTER]3[/CENTER][/TD] [TD][CENTER]—[/CENTER][/TD] [/TR] [/TABLE] [B][I]Spell Progression:[/I][/B][I] [/I]Holy warriors get one new cantrip every four levels, to a maximum of 6 cantrips. They get new spells known at a progression of 1 new spell for one level, then one new spell for two levels (a 9th spell at 16th level, a 10th spell at 17th and 18th level, an 11th spell at 19th level, a 12th spell at 20th and 21st level, etc., to a maximum of 15 spells known). They gain the ability to cast one 4th-level spell at 16th level, and gain additional spell slots as per the 1st level progression, to a maximum of four spell slots per level. [B][I]Spells Known:[/I][/B] When you gain this ability, you choose three first-level spells and two cantrips. You know additional spells when you increase in level, and when you gain a level in this class, you can choose one of the spells or cantrips you know and replace it with another spell from the Divine spell list, which must be for a level in which you have spell slots. [I][B]Spellcasting Ability:[/B] [/I]Your spellcasting ability is Charisma, since channeling divine will requires your faith and convictions to be strong. [I][[Actual calculations to come later]] [B]Spellcasting Focus:[/B] [/I]Your spellcasting focus is your holy symbol. [B][SIZE=5][COLOR=rgb(65, 168, 95)]10th Level: Aegis[/COLOR][/SIZE][/B] At 10th level, you are surrounded by an invisible aura of godly energy that extends 10 feet around you. This aura remains as long as you are conscious and not incapacitated. The aegis’ range increases by 5 feet every four levels (15 feet at 15th level, 20 feet at 20th level, etc.). You and all friendly creatures in the aura gain a bonus to all saving throws equal to your Charisma modifier (minimum +1). In addition, choose one of the following: [LIST] [*]Creatures in the aura have advantage on saving throws against being charmed. [*]Creatures in the aura have advantage on saving throws against being frightened. [*]Creatures in the aura have their walking speed increased by 10 feet. [*]Creatures in the aura gain a bonus to their initiative rolls equal to your Charisma modifier. [/LIST] [B][COLOR=rgb(65, 168, 95)][SIZE=5]15th Level: Channel Divinity[/SIZE][/COLOR][/B] At 15th level, your god grants you the ability to channel their diving power, gaining powerful abilities. You gain two of these abilities that are appropriate to your god. You can use your Channel Divinity twice between rests, and gain another use every six levels (21st level, 27th level, etc.). When you finish a short or long rest, you regain all expended uses. [B]Bolster Allies:[/B] As a bonus action, each creature of your choice that is within 30 feet of you that is bloodied regains a number of hit points equal to 2d6 + your Charisma modifier. [B]Consume Life:[/B] Immediately after you deal damage to a creature with a Smite, you can use your bonus action to gain a number of temporary hit points equal to the amount of damage you inflicted with your Smite. Optionally, you can choose to divide those temporary hit points among as many friendly creatures you like that are within 30 feet. [B]Divine Guidance:[/B] When you or one ally you can see within 30 feet of you makes an ability check or attack roll, you can call upon your deity for help and gain a +10 bonus to that roll. You can make this choice after you see the roll but before you know whether you were successful or not. [B]Monstrous Presence:[/B] You can exude a terrifying aura. As an action, you can force each creature of your choice within 60 feet of you to make a Wisdom saving throw. On a failure, it is frightened of you for 1 minute. A frightened creature may make a new saving throw at the end of each of its turns, ending the effect on a success. [B]Rebuke Attacker:[/B] Immediately after you see a creature within 60 feet deal damage to another creature other than yourself, you can use your reaction to force the attacker to make a Will saving throw. The creature takes radiant damage equal to the damage it just dealt on a failed save, or half as much on a successful one. [SIZE=6][COLOR=rgb(44, 130, 201)][B]Rager[/B][/COLOR][/SIZE] These warriors are known for their ability to fly into berserk rages, during which they are agents of near-mindless destruction. They are both feared and revered for these rages. [B][COLOR=rgb(65, 168, 95)][SIZE=5]2nd Level: Bonus Skill[/SIZE][/COLOR][/B] You are proficient in Survival. [B][COLOR=rgb(65, 168, 95)][SIZE=5]2nd Level: Rage[/SIZE][/COLOR][/B] You can use your bonus action to fall into a rage. The rage lasts for 1 minute, until you fall unconscious, or if your turn ends and you haven’t attacked a hostile creature or taken damage since your last turn. You can rage a number of times equal to your proficiency bonus. You can also choose to use a bonus action to end your rage. While raging, the following are in effect: [LIST] [*]You have advantage on Strength ability checks and Strength saving throws. [*]You gain a bonus to the damage you inflict equal to your proficiency bonus. [*]You have resistance to bludgeoning, piercing, and slashing damage. [*]You can attack recklessly. While doing so, you have advantage on melee weapon attacks that rely on Strength, but attack rolls made against you are made at advantage as well. [*]You can’t cast or concentrate on spells [/LIST] Additionally, choose one of the following options: [B][I]Armored Attacker: [/I][/B]You can rage while wearing medium or heavy armor, and armor doesn’t count towards your encumbrance levels. [B][I]Unarmored Attacker: [/I][/B]You can rage only while not wearing armor, but while unarmored, your AC includes both your Dexterity and Constitution modifier. You can use a shield and still gain these benefits. Your speed is also increased by10 feet. [B][SIZE=5][COLOR=rgb(65, 168, 95)]2nd Level: Quick Reflexes[/COLOR][/SIZE][/B] Your body reacts before your mind registers the danger. As long as you aren’t blinded, deafened, or incapacitated, you have advantage on Dexterity saving throws against effects that you can see. [B][SIZE=5][COLOR=rgb(65, 168, 95)]7th Level: Relentless[/COLOR][/SIZE][/B] At 7th level, whenever you complete a short or long rest, you gain a number of temporary hit points equal to twice your Strength modifier. [B][SIZE=5][COLOR=rgb(65, 168, 95)]7th Level: Wild Instincts[/COLOR][/SIZE][/B] Also at 7th level, your reflexes become even more honed. You have advantage on initiative rolls, and even if you are surprised when combat begins, you can still enter a rage. When you rage, you can move up to half your speed, as long as you are moving towards a target. [B][SIZE=5][COLOR=rgb(65, 168, 95)]10th Level: Relentless[/COLOR][/SIZE][/B] At 10th level, if you drop to 0 hit points while raging, you can make a Fortitude saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature, you gain a -2 penalty to your roll. The difficulty resets to normal when you complete a long or short rest. [B][SIZE=5][COLOR=rgb(65, 168, 95)]10th Level: Vicious Attacks[/COLOR][/SIZE][/B] At 7th level, when you roll a critical hit, you can roll one additional damage die. You gain an additional damage die every 5 levels (12th level, 17th level, etc.) [B][SIZE=5][COLOR=rgb(65, 168, 95)]15th Level:[/COLOR][/SIZE][/B][SIZE=5][COLOR=rgb(65, 168, 95)] [/COLOR][/SIZE][B][SIZE=5][COLOR=rgb(65, 168, 95)]Unending Rage[/COLOR][/SIZE][/B] At 15th level, your rage doesn’t stop until you choose to end it. [B][SIZE=5][COLOR=rgb(65, 168, 95)]15th Level: Matter over Mind[/COLOR][/SIZE][/B] Also at 15th level, if you would have to make an Intelligence, Wisdom, or Charisma saving throw against an effect that deals damage, you can make a Constitution saving throw instead. [/QUOTE]
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Vote Up a 5e-Alike: Fighter Draft 2, plus Archetypes (and a poll)
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