My Documents
Become a Patron!
#
Fighter - Improviser
## Most fighters rely on years of training, premeditated tactics, and above all, a good weapon. So what happens when all of that is stripped away from you? You need to be resourceful, and you need to always be able to find a weapon. | Fighter Level | Feature | |:---:|:-----------:| | 3rd |Adaptive, Destructive Strike | 7th |Void Resistance | 10th |In over your head | 15th |Ambush Rush | 18th |Exploding Attack ###
Adaptive
When you choose this archetype at 3rd level, you learn how to turn anything into a weapon. You gain proficiency in improvised weapons, and whenever you obtain a new improvised weapon, you can add one weapon property of your choice, other than ammunition, to it. Additionally, you have advantage on Wisdom (Perception) checks based on sight to find improvised weapons. ###
Destructive Strike
Also at 3rd level, you can put all your energy into one attack for maximum effect. When you make a successful weapon attack with an improvised weapon, you can choose to double your Strength or Dexterity Modifier for the purposes of calculating damage with that attack. When you do this, the weapon used is destroyed. You can do this a number of times equal to your Constitution Modifier, and regain all uses when you finish a long rest. At 7th level, and again at 15th, you can choose an additional effect of the following to trigger whenever you make a Destructive Strike: * All creatures within 5 feet of the target must succeed on a Dexterity Saving throw or take 1d6 piercing damage. * The target's movement speed is reduced to 0 until the start of your next turn. * The next attack against the target deals double damage. * The target must succeed on a Wisdom Saving throw or be unable to take the Attack action on its next turn. * The target is unable to speak for the next minute. * You can move up to half your walk speed without provoking attacks of opportunity at no action cost. * The target cannot regain hit points until the start of your next turn. \columnbreak * The target must succeed on a Constitution Saving throw made at advantage or become paralyzed until the start of your next turn. * The target must succeed on a Strength Saving throw or be knocked back 10 feet, or alternatively, knocked prone. * The target must succeed on a Wisdom Saving throw or be frightened of you for 1 minute. * The target must succeed on a Constitution Saving throw or be blinded until the start of your next turn. * The target's Armor Class is reduced by 2 until the start of your next turn. If any of these effects requires the target to make a Saving throw, the DC is equal to 8 + your Constitution Modifier + your proficiency bonus. ###
Void Resistance
Starting at 7th level, when you make a successful attack against a creature that is resistant to the damage type you deal with that attack, you can cause it to lose it's resistance for the rest of your turn. You can do this a number of times equal to your proficiency bonus and regain all uses when you finish a long rest. ###
In over your head
You know how to recognize when you're in trouble, and get out of there. Starting at 10th level, when you have less than one quarter of your maximum hit points, your walking speed increases by 15 feet, you don't provoke opportunity attacks, and you gain a +2 bonus to all Saving throws. ###
Ambush Rush
Starting at 15th level, you master quick combat. During the first round of combat, you can make two additional weapon attacks, shoves, or grapples at no action cost, the first of which is made at advantage. ###
Exploding Attack
From 18th level onwards, your attacks grow devastating. Whenever you make an attack and a damage die reads its maximum value, you can choose to roll it again and add the new result to the total damage. This can repeat as many times as you can roll maximum numbers.