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Fiddling with Fighters
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<blockquote data-quote="steeldragons" data-source="post: 6677193" data-attributes="member: 92511"><p>Having some fun with fighter archetypes...</p><p></p><p>How do these look? </p><p></p><p><u><strong>The Dwarven Defender</strong></u></p><p>The elite fighters of the dwarven clan-holds are the Dwarven Defenders. They are exceptional warriors of incredible durability and strength, capable of holding a line firm against waves of goblinoids and giantkin that assault their mountain strongholds or subterranean homes.</p><p></p><p><strong><em>Prerequisite:</em></strong> The PC that chooses this martial archetype must be a dwarf (either subrace) of Lawful alignment.</p><p></p><p><strong>3rd: Defender Stance</strong></p><p>At 3rd level you learn a variety of stances that grant you power in battle. They are the hallmark of the Dwarven Defender’s fighting style. The Defender can initiate a Stance as a bonus action. Once begun, a Stance can be maintained for 1 minute as long as the dwarf does not move. The dwarf may end the stance at any time they wish. </p><p></p><ul> <li data-xf-list-type="ul"><strong>Mountain’s Durability:</strong> You gain advantage to all Constitution rolls. Also, you add your Constitution modifier to your AC.</li> <li data-xf-list-type="ul"><strong>Immovable Object:</strong> You can not be moved from your location or suffer the <em>prone</em> condition unless first <em>restrained</em> or <em>incapacitated.</em></li> <li data-xf-list-type="ul"><strong>Unstoppable Force:</strong> Add your level + Constitution modifier as temporary HP until the stance is ended.</li> <li data-xf-list-type="ul">Strength of the Stone: You gain advantage on any Strength rolls. Also, you add your proficiency bonus to damage rolls with melee weapon attacks.</li> <li data-xf-list-type="ul"><strong>Against the Rock:</strong> For save rolls that would normally use Dexterity, the Defender can use their Constitution modifier with the roll instead of Dexterity.</li> </ul><p></p><p>At 9th level, the defender can use two stances at once (requiring 2 bonus actions, as normal, on two different turns). At 16th the defender can use three stances (invoking each as an action or bonus action on successive turns, as normal).</p><p></p><p><strong>Trap Sense</strong></p><p>You have advantage to Perception and Investigation rolls to detect traps. You have advantage to save rolls to avoid damage caused by traps.</p><p></p><p><strong>7th: Damage Reduction:</strong> The defender can shirk off some damage from most melee blows. As a reaction, when you take damage, you can “spend” a HD [d10] while in battle and reduce the damage of the attack by your roll. This may be done once + Con. modifier times before requiring a short or long rest. At 14th level, this increases to 2 + Con. mod. times. At 19th level, 3 + Con. mod. times.</p><p></p><p>If the roll exceeds the damage dealt, the leftover is discarded, i.e. You can not replace HP with a HD used for Damage Reduction, only lessen (or cancel out) damage taken. </p><p></p><p><strong>10th: Pivoting Stance: </strong>You may move up to 5’ on your turn and maintain the benefit your Defender Stance(s) in effect.</p><p></p><p><strong>15th: Magic Resistance:</strong> You have resistance to damage caused by magic spells and effects.</p><p></p><p><strong>18th: Mobile Stance:</strong> You may move up to half your normal movement rate and maintain the benefit your Defender Stance(s) in effect.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6677193, member: 92511"] Having some fun with fighter archetypes... How do these look? [U][B]The Dwarven Defender[/B][/U] The elite fighters of the dwarven clan-holds are the Dwarven Defenders. They are exceptional warriors of incredible durability and strength, capable of holding a line firm against waves of goblinoids and giantkin that assault their mountain strongholds or subterranean homes. [B][I]Prerequisite:[/I][/B] The PC that chooses this martial archetype must be a dwarf (either subrace) of Lawful alignment. [B]3rd: Defender Stance[/B] At 3rd level you learn a variety of stances that grant you power in battle. They are the hallmark of the Dwarven Defender’s fighting style. The Defender can initiate a Stance as a bonus action. Once begun, a Stance can be maintained for 1 minute as long as the dwarf does not move. The dwarf may end the stance at any time they wish. [LIST] [*][B]Mountain’s Durability:[/B] You gain advantage to all Constitution rolls. Also, you add your Constitution modifier to your AC. [*][B]Immovable Object:[/B] You can not be moved from your location or suffer the [I]prone[/I] condition unless first [I]restrained[/I] or [I]incapacitated.[/I] [*][B]Unstoppable Force:[/B] Add your level + Constitution modifier as temporary HP until the stance is ended. [*]Strength of the Stone: You gain advantage on any Strength rolls. Also, you add your proficiency bonus to damage rolls with melee weapon attacks. [*][B]Against the Rock:[/B] For save rolls that would normally use Dexterity, the Defender can use their Constitution modifier with the roll instead of Dexterity. [/LIST] At 9th level, the defender can use two stances at once (requiring 2 bonus actions, as normal, on two different turns). At 16th the defender can use three stances (invoking each as an action or bonus action on successive turns, as normal). [B]Trap Sense[/B] You have advantage to Perception and Investigation rolls to detect traps. You have advantage to save rolls to avoid damage caused by traps. [B]7th: Damage Reduction:[/B] The defender can shirk off some damage from most melee blows. As a reaction, when you take damage, you can “spend” a HD [d10] while in battle and reduce the damage of the attack by your roll. This may be done once + Con. modifier times before requiring a short or long rest. At 14th level, this increases to 2 + Con. mod. times. At 19th level, 3 + Con. mod. times. If the roll exceeds the damage dealt, the leftover is discarded, i.e. You can not replace HP with a HD used for Damage Reduction, only lessen (or cancel out) damage taken. [B]10th: Pivoting Stance: [/B]You may move up to 5’ on your turn and maintain the benefit your Defender Stance(s) in effect. [B]15th: Magic Resistance:[/B] You have resistance to damage caused by magic spells and effects. [B]18th: Mobile Stance:[/B] You may move up to half your normal movement rate and maintain the benefit your Defender Stance(s) in effect. [/QUOTE]
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