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Fixing the fighter (I know...)
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<blockquote data-quote="Tales and Chronicles" data-source="post: 7829334" data-attributes="member: 6871653"><p>Things I add to fighters (once again, shamelessly stolen from AiME):</p><p>Level 3 (to all fighters): </p><p><strong>Weapon of Legacy</strong></p><p>Chose a weapon you own. It become bound to your special destiny, an instrument of fate. Can transfer the legacy to another weapon after 8h.</p><p>At level 3, you have advantage on Persuasion and Intimidation while carrying the weapon.</p><p>At level 7, the weapon cannot be broken nor lost. You always know where to find the weapon if its within 10 miles of you.</p><p>At level 14, choose 2 types of enemies. As an action, you can draw you weapon and all enemies of these types must save against Str or Dex+8+prof or frightened until they make a save as a free action on their turn.</p><p></p><p>At level 6 and 14 choose one of the following options:</p><p></p><p>-<em> Improved concoctions</em>:</p><p>Gain prof. in Medecine and Herbalism kit or Alchemist tools. When using a potion that restores HP, you can reroll 2 of the die. Antitoxin cure the poisoned effect when you use it and give resistance to poison damage for the duration.</p><p></p><p>-<em> Well traveled</em></p><p>Can speak and be understood in every humanoid languages.</p><p></p><p><em>- Old Enemy</em></p><p>Choose a foe, preferably one you personally have fought or your people regularly battle against. You gain that foe’s language and have advantage on Charisma (Deception), and Wisdom (Insight) ability checks involving them.</p><p></p><p>- <em>Officer</em></p><p>When you take this mark, you gain four Command dice, which are d6s. A Command die is expanded when you use it. You regain all of your Command dice when you finish a short or long rest. As a bonus action you can give a Command die to any ally who serves your liege-lord, is within 60 feet and in line of sight. That ally can roll their Command die and add the number rolled to any ability check, attack or damage roll.</p><p></p><p>- <em>Minstrel's Tales</em></p><p>You deed have passed into songs. When entering a non-hostile territory or settlement, roll a d6. On a 5+, any humanoid regards you has a friendly acquaintance deserving of help, until you give it a reason to change their opinion of you.</p><p></p><p>- <em>Reward</em></p><p>You are gifted a common, uncommon or rare magic item of your choice.</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 7829334, member: 6871653"] Things I add to fighters (once again, shamelessly stolen from AiME): Level 3 (to all fighters): [B]Weapon of Legacy[/B] Chose a weapon you own. It become bound to your special destiny, an instrument of fate. Can transfer the legacy to another weapon after 8h. At level 3, you have advantage on Persuasion and Intimidation while carrying the weapon. At level 7, the weapon cannot be broken nor lost. You always know where to find the weapon if its within 10 miles of you. At level 14, choose 2 types of enemies. As an action, you can draw you weapon and all enemies of these types must save against Str or Dex+8+prof or frightened until they make a save as a free action on their turn. At level 6 and 14 choose one of the following options: -[I] Improved concoctions[/I]: Gain prof. in Medecine and Herbalism kit or Alchemist tools. When using a potion that restores HP, you can reroll 2 of the die. Antitoxin cure the poisoned effect when you use it and give resistance to poison damage for the duration. -[I] Well traveled[/I] Can speak and be understood in every humanoid languages. [I]- Old Enemy[/I] Choose a foe, preferably one you personally have fought or your people regularly battle against. You gain that foe’s language and have advantage on Charisma (Deception), and Wisdom (Insight) ability checks involving them. - [I]Officer[/I] When you take this mark, you gain four Command dice, which are d6s. A Command die is expanded when you use it. You regain all of your Command dice when you finish a short or long rest. As a bonus action you can give a Command die to any ally who serves your liege-lord, is within 60 feet and in line of sight. That ally can roll their Command die and add the number rolled to any ability check, attack or damage roll. - [I]Minstrel's Tales[/I] You deed have passed into songs. When entering a non-hostile territory or settlement, roll a d6. On a 5+, any humanoid regards you has a friendly acquaintance deserving of help, until you give it a reason to change their opinion of you. - [I]Reward[/I] You are gifted a common, uncommon or rare magic item of your choice. [/QUOTE]
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