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*Dungeons & Dragons
Fighter Archetype: Mythic Hero
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<blockquote data-quote="ZombieRoboNinja" data-source="post: 6377940" data-attributes="member: 54843"><p>Some more virtues:</p><p></p><p>Jagged Soul. You have advantage on saving throws against fear and charm effects. In addition, when you succeed on a Wisdom, Intelligence or Charisma saving throw incurred by a creature, you may use your reaction to spend a Hero Point to force that creature to make a Wisdom saving throw or else be frightened of you until the end of your next turn. At level 7, the creature must make a Wisdom saving throw at the end of each of your turns, and the fear effect does not end until it succeeds. At level 10, the creature that fails its save by 5 or more is stunned instead of afraid. At level 15, it dies if it fails three saving throws. At level 18, you may also spend a Hero Point to add your proficiency bonus to any intelligence, wisdom, or charisma saving throw you are not proficient in.</p><p></p><p>Frightful Countenance. You have advantage on Charisma (Intimidate) and Charisma (Persuade) checks made against anyone who has seen you in battle. In addition, you can use a bonus action and spend a Hero Point to terrify all enemies within 5 feet of you, forcing them to make a Wisdom saving throw or be frightened until the end of their next turn. This range is extended to 10 feet at level 7, 20 feet at level 10, 30 feet at level 15, and 60 feet at level 18. Starting at level 15, the creature must make a Wisdom saving throw at the end of its next turn to end the fear effect. Starting at level 18, any creature that fails its saving throw by 5 or more faints, instantly falling unconscious as per the Sleep spell.</p></blockquote><p></p>
[QUOTE="ZombieRoboNinja, post: 6377940, member: 54843"] Some more virtues: Jagged Soul. You have advantage on saving throws against fear and charm effects. In addition, when you succeed on a Wisdom, Intelligence or Charisma saving throw incurred by a creature, you may use your reaction to spend a Hero Point to force that creature to make a Wisdom saving throw or else be frightened of you until the end of your next turn. At level 7, the creature must make a Wisdom saving throw at the end of each of your turns, and the fear effect does not end until it succeeds. At level 10, the creature that fails its save by 5 or more is stunned instead of afraid. At level 15, it dies if it fails three saving throws. At level 18, you may also spend a Hero Point to add your proficiency bonus to any intelligence, wisdom, or charisma saving throw you are not proficient in. Frightful Countenance. You have advantage on Charisma (Intimidate) and Charisma (Persuade) checks made against anyone who has seen you in battle. In addition, you can use a bonus action and spend a Hero Point to terrify all enemies within 5 feet of you, forcing them to make a Wisdom saving throw or be frightened until the end of their next turn. This range is extended to 10 feet at level 7, 20 feet at level 10, 30 feet at level 15, and 60 feet at level 18. Starting at level 15, the creature must make a Wisdom saving throw at the end of its next turn to end the fear effect. Starting at level 18, any creature that fails its saving throw by 5 or more faints, instantly falling unconscious as per the Sleep spell. [/QUOTE]
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Fighter Archetype: Mythic Hero
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