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Absorber fighter archetype
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<blockquote data-quote="peterka9" data-source="post: 7945502" data-attributes="member: 37226"><p>I present you an archetype based on super heroes like Rogue or Thor. Any comment ?</p><p></p><p>Absorber FIGHTER ARCHETYPE (BASED ON <a href="https://half-cover.com/homebrew/archetypes/discipline-absorption/" target="_blank">The Discipline of Absorption - Homebrew Archetype - D&D 5e Half-Cover</a> )</p><p></p><p> Delay Damage Level: 3</p><p>At 3rd level, your study into the arcane arts of absorption allows you to absorb incoming damage and ability loss (consider 1 point as 1 Hp) in order to better mitigate and manage with it. Whenever you take damage, you may use your reaction to instead take no damage. If you choose to do so, an equal amount of damage is transferred into a magical battery. The maximum stored is the lesser of 50+ (5* your Constitution modifier) or your HP total. The effect duration is up to your next round action (the absorber may use ready action to extend the effect duration).</p><p></p><p>At level 3, and then at level 10, you can select a type of damage. You can select whether kinetic damage (bludgeoning, piercing, and slashing from nonmagical weapons), any magical elemental damage or poison. At 18th level, you can absorp bludgeoning, piercing, and slashing from magical weapons if you already selected nonmagical kinetic damage or otherwise absorp any other new type of damage.</p><p></p><p>After (Constitution modifier) round, minimum 1, at the beginning of your turn, this energy begins to affect you, reducing the damage stored in by half and causing you to take immediately this damage as necrotic damage. This damage cannot be reduced or prevented in any way.</p><p></p><p>Repel Damage Level: 7</p><p>Beginning at 6th level, your understanding of abjuration magic can keep you safe from dangerous substances. You gain advantage on any saving throw rolled to resist the damage you can absorp . After you use this ability, you can’t use it again until you complete a short rest.</p><p></p><p>Store Motion Level: 10</p><p>At 10th level, you are able to absorb and store energy that you have forgone, to use it later. At the end of your turn if you did not move, your movement is increased by 15. This effect remains until the end of your next turn.</p><p></p><p>Reflect Damage Level: 15</p><p>At 15th level, using a melee spell attack (Dexterity-based) as an action, you can use an action to empty you battery by touching any object or creature. No saving throw is allowed, but resistance or immunity prevail. For game convenience, the damage type of the resulting damage is the dominant type stored in the battery. Half the damage stored in the battery affects the target and causes you to immediately take necrotic damage equal to twice this damage. After you use this ability, you can’t absorp any damage again until you complete a short or long rest.</p></blockquote><p></p>
[QUOTE="peterka9, post: 7945502, member: 37226"] I present you an archetype based on super heroes like Rogue or Thor. Any comment ? Absorber FIGHTER ARCHETYPE (BASED ON [URL='https://half-cover.com/homebrew/archetypes/discipline-absorption/']The Discipline of Absorption - Homebrew Archetype - D&D 5e Half-Cover[/URL] ) Delay Damage Level: 3 At 3rd level, your study into the arcane arts of absorption allows you to absorb incoming damage and ability loss (consider 1 point as 1 Hp) in order to better mitigate and manage with it. Whenever you take damage, you may use your reaction to instead take no damage. If you choose to do so, an equal amount of damage is transferred into a magical battery. The maximum stored is the lesser of 50+ (5* your Constitution modifier) or your HP total. The effect duration is up to your next round action (the absorber may use ready action to extend the effect duration). At level 3, and then at level 10, you can select a type of damage. You can select whether kinetic damage (bludgeoning, piercing, and slashing from nonmagical weapons), any magical elemental damage or poison. At 18th level, you can absorp bludgeoning, piercing, and slashing from magical weapons if you already selected nonmagical kinetic damage or otherwise absorp any other new type of damage. After (Constitution modifier) round, minimum 1, at the beginning of your turn, this energy begins to affect you, reducing the damage stored in by half and causing you to take immediately this damage as necrotic damage. This damage cannot be reduced or prevented in any way. Repel Damage Level: 7 Beginning at 6th level, your understanding of abjuration magic can keep you safe from dangerous substances. You gain advantage on any saving throw rolled to resist the damage you can absorp . After you use this ability, you can’t use it again until you complete a short rest. Store Motion Level: 10 At 10th level, you are able to absorb and store energy that you have forgone, to use it later. At the end of your turn if you did not move, your movement is increased by 15. This effect remains until the end of your next turn. Reflect Damage Level: 15 At 15th level, using a melee spell attack (Dexterity-based) as an action, you can use an action to empty you battery by touching any object or creature. No saving throw is allowed, but resistance or immunity prevail. For game convenience, the damage type of the resulting damage is the dominant type stored in the battery. Half the damage stored in the battery affects the target and causes you to immediately take necrotic damage equal to twice this damage. After you use this ability, you can’t absorp any damage again until you complete a short or long rest. [/QUOTE]
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