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D&D 5E Rate/Critique Homebrew Fighter Archetypes

krakistophales

First Post
Here are a couple fighter archetypes I made that I want to try out in actual play. Lemme know what you think:

Master of the Void Edge
Void Edge: You can use this ability a number of times per short rest equal to the number of attacks you can make during your attack action.
At 3rd level, you can wield any one-handed sword as a finesse weapon. As an action, you can attack all targets in a 10 ft. sphere radius originating from you. All targets make a dexterity saving throw and take damage equal to your weapon’s damage die x your fighter level rounded up. Targets who fail their saving throw are also knocked prone.
Void Form: At 3rd level, while you are wearing no armor and wielding only a one-handed sword, your AC becomes 10 + your dexterity modifier + your charisma modifier.
Void Step: At 7th level, you roll initiative with advantage. Additionally, you can teleport half your movement speed a number of times equal to half your charisma modifier rounded up as a bonus action. You regain the use of this ability on a short or long rest.
Spectral Void Edge: At 7th level, your void edge technique’s range is expanded to a 15 ft. sphere from a point originating within 15 ft. of you and targets who fail their saving throws are restrained until the end of their next turn.
Void Sense: At 10th level, you gain evasion.
Ethereal Void Edge: At 15th level, your void edge technique’s range is expanded to a 20 ft. sphere from a point originating within 30 ft. of you and targets who fail their saving throws are stunned until the end of their next turn.
Void Flash: At 18th level, you can teleport your movement speed as a bonus action a number of times equal to half your charisma modifier rounded up. You regain the use of this ability on a short or long rest.
Infinite Void Edge: Once per long rest, you can teleport a number of feet equal to your movement speed and deal damage equal to your weapon die x your fighter level in a 30 ft. radius. Targets who succeed a dexterity saving throw take half damage. Targets who fail their dexterity saving throw take full damage and must make a constitution saving throw. Targets who fail this constitution saving throw are knocked unconscious.

Slayer
Mighty Slayer: At 3rd level, you gain half your proficiency bonus rounded up to your damage rolls with a heavy martial two-handed weapon.
Menacing Slayer: At 3rd level, you use your strength modifier instead of your charisma modifier when attempting success with the intimidation skill.
Apex Slayer: At 7th level, you gain half your strength modifier bonus rounded up to all strength, dexterity, and constitution saving throws.
Veteran Slayer: At 10th level, you have survived the crucible of combat few others could imagine. You can choose to either gain a +1 bonus to AC while wearing armor, or a +1 bonus to your attack rolls with a heavy martial two-handed weapon.
Ferocious Slayer: At 15th level, whenever you use the action surge ability, all enemies within 30 feet of you must make a wisdom saving throw equal to 8 + your proficiency modifier + your strength modifier or be frightened of you for 1 minute.
Legendary Slayer: At 18th level, whenever you use the action surge ability, you gain temporary hit points equal to your fighter level + your strength modifier + your constitution modifier. Additionally, whenever an enemy attacks you with a melee attack, you can use your reaction to make a melee attack with a heavy martial two-handed weapon against that same enemy.

Dragoon
Dragon Lancer: At 3rd level, you can use your action to perform a lunging attack while wielding a polearm or spear. You can jump in any direction a distance equal to your movement speed, take no damage when falling from this movement, and deal a number of your weapon dice equal to your proficiency bonus to a single target. This attack also gains additional damage equal to your strength modifier + your constitution modifier. You can use this feature a number of times per short rest equal to half your strength modifier rounded up.
Draconic Legacy: At 3rd level, you can speak, read, and write draconic. You roll with advantage when making any skill check involving draconic history and lore. Additionally, you can high jump equal to your movement speed and long jump equal to double your movement speed. You take no falling damage from jumping this way.
Spiral Dragon Lancer: At 7th level, your dragon lancer ability can damage all enemies caught in a 30 ft. long, 5 ft. wide line along its path. A target caught within this line must make a constitution saving throw equal to 8 + your proficiency bonus + strength modifier or be knocked prone. Cannot be used in conjunction with Meteor Dragon Lancer.
Meteor Dragon Lancer: At 10th level, your dragon lancer ability can damage all enemies within a 30 ft. radius centered on a square at the end of your dragon lancer ability’s movement. Enemies caught within this radius must make a constitution saving throw equal to 8 + your proficiency bonus + your strength modifier or be stunned. Cannot be used in conjunction with Spiral Dragon Lancer.
Soaring Dragon Lancer: At 15th level, your dragon lancer jump distance is doubled, does not provoke attacks of opportunity, and counts as ethereal for the duration of the movement.
Dragon King Lancer: At 18th level, whenever you use your dragon lancer ability, your jump distance is tripled, any negative effects that require a saving throw to end are automatically succeeded upon initiation of the attack, and you regain a number of hit points equal to half the damage you inflict.
 

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