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5 Fighter Archetypes
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<blockquote data-quote="transcendantviewer" data-source="post: 6677128" data-attributes="member: 6762655"><p>Here's the archetype I made way back when.</p><p></p><p><span style="color: #0000ff"><u><em><strong>Archetype of the Malefactor</strong></em></u></span></p><p>As an archetypal Malefactor, you have spent years learning the cues of chance, skewing true randomness to punish your foes and benefitting from their misfortune. Those that learn from this dip into a pool of arcane knowledge that is decidedly malevolent.</p><p></p><p><span style="color: #0000ff"><em><strong>Misfortune</strong></em></span></p><p>When you choose this archetype at 3rd level, you learn to augment your martial prowess with the ability to manipulate chance, using special dice called Misfortune Dice.</p><p></p><p><em>Misfortune Dice.</em> You have two Misfortune Dice, which are d4s. A Misfortune Die is expended when you use it. You regain all expended Misfortune dice when you complete a long rest. When you expend a Misfortune Die, you roll a d4 and apply the result as a penalty to any ability check, attack roll, or damage roll of your choice. You may only apply one Misfortune Die to any one effect. You must roll a Misfortune Die before you know the outcome to gain its benefit.</p><p></p><p>Every 2 Fighter levels after 3rd, you gain another Misfortune Die.</p><p></p><p><em>Luck Stealer.</em> Whenever you expend a Misfortune Die, you can choose to take the same number rolled as a penalty and use it to your advantage. After doing so, a single roll that you make in the next minute gains a bonus equal to the number rolled on the Misfortune Die. You can use this ability a number of times per day equal to your Intelligence Modifier. Once you have expended your daily allotted amount of uses of this feature, you cannot do so again until you finish a long rest.</p><p><span style="color: #0000ff"><em><strong>Deadly Misstep</strong></em></span></p><p>Starting at 7th level, you have learned to use your powers of fortune manipulation to stumble enemies and potentially ruin their defenses. You may expend a Misfortune Die and apply the number rolled as a penalty to a target’s Armor Class until the start of your next turn.</p><p></p><p><span style="color: #0000ff"><em><strong>Tribulating Intervention</strong></em></span></p><p>Starting at 10th level, you learn to tweak fortune in more subtle ways. Whenever a Critical Hit is scored, you may expend a Misfortune Die to force the attack to instead deal normal damage, but you cannot prevent the attack from hitting.</p><p></p><p><span style="color: #0000ff"><em><strong>Dismal Failure</strong></em></span></p><p>Starting at 15th level, you acquire the ability to alter your opponent’s fortunes in the direst of situations. You can now apply Misfortune Dice to a target’s saving throws.</p><p></p><p><span style="color: #0000ff"><em><strong>Master Malefactor</strong></em></span></p><p>When you attain 18th level, you have unlocked the final secrets of manipulating other’s fortunes. Whenever you expend a Misfortune Die, you may spend an additional die to have the penalty persist for an additional two turns, ending at the beginning of your turn.</p></blockquote><p></p>
[QUOTE="transcendantviewer, post: 6677128, member: 6762655"] Here's the archetype I made way back when. [COLOR=#0000ff][U][I][B]Archetype of the Malefactor[/B][/I][/U][/COLOR] As an archetypal Malefactor, you have spent years learning the cues of chance, skewing true randomness to punish your foes and benefitting from their misfortune. Those that learn from this dip into a pool of arcane knowledge that is decidedly malevolent. [COLOR=#0000ff][I][B]Misfortune[/B][/I][/COLOR] When you choose this archetype at 3rd level, you learn to augment your martial prowess with the ability to manipulate chance, using special dice called Misfortune Dice. [I]Misfortune Dice.[/I] You have two Misfortune Dice, which are d4s. A Misfortune Die is expended when you use it. You regain all expended Misfortune dice when you complete a long rest. When you expend a Misfortune Die, you roll a d4 and apply the result as a penalty to any ability check, attack roll, or damage roll of your choice. You may only apply one Misfortune Die to any one effect. You must roll a Misfortune Die before you know the outcome to gain its benefit. Every 2 Fighter levels after 3rd, you gain another Misfortune Die. [I]Luck Stealer.[/I] Whenever you expend a Misfortune Die, you can choose to take the same number rolled as a penalty and use it to your advantage. After doing so, a single roll that you make in the next minute gains a bonus equal to the number rolled on the Misfortune Die. You can use this ability a number of times per day equal to your Intelligence Modifier. Once you have expended your daily allotted amount of uses of this feature, you cannot do so again until you finish a long rest. [COLOR=#0000ff][I][B]Deadly Misstep[/B][/I][/COLOR] Starting at 7th level, you have learned to use your powers of fortune manipulation to stumble enemies and potentially ruin their defenses. You may expend a Misfortune Die and apply the number rolled as a penalty to a target’s Armor Class until the start of your next turn. [COLOR=#0000ff][I][B]Tribulating Intervention[/B][/I][/COLOR] Starting at 10th level, you learn to tweak fortune in more subtle ways. Whenever a Critical Hit is scored, you may expend a Misfortune Die to force the attack to instead deal normal damage, but you cannot prevent the attack from hitting. [COLOR=#0000ff][I][B]Dismal Failure[/B][/I][/COLOR] Starting at 15th level, you acquire the ability to alter your opponent’s fortunes in the direst of situations. You can now apply Misfortune Dice to a target’s saving throws. [COLOR=#0000ff][I][B]Master Malefactor[/B][/I][/COLOR] When you attain 18th level, you have unlocked the final secrets of manipulating other’s fortunes. Whenever you expend a Misfortune Die, you may spend an additional die to have the penalty persist for an additional two turns, ending at the beginning of your turn. [/QUOTE]
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