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## Fighter Archetype ### Adventurer v1.1 An adventurer is a well rounded fighter that specializes in preparation. They are resourceful survivors that excel at tackling a wide range of situations with preparation. #### Improvised Resources Starting at 3rd level, you excel at making do with whatever you can get your hands on. During a long rest, you can create two *potions of healing*, 1st level spell scrolls (selecting a spell from the Druid or Wizard list), or adventuring gear items worth less than 5 gold pieces each assembled out of miscellaneous items you pick during the day. Any scroll or potion created this way expires if not used by the next time you complete a long rest. You can cast scrolls created this way without a check, as if the scroll was on your spell list. If a scroll requires a spellcasting modifier, you use your Intelligence or Wisdom (or choice). Scrolls created this way cannot be copied or used in crafting. The number of items you can create this way increases to 3 items at 9th level, and 4 items at 15th level. The quality of items you can create increases at 7th level, 10th level, 13th level, and 16th level as shown on the table below (you can still choose to make items of lower level when gaining higher level options). | Level
| Improvised Potion | Scroll Level | Item Value | |:-----:|:----------------:|:------:|:----------:| | 3rd | Potion of Healing | 1st Level | 5 gp | | 7th | Any Uncommon Potion | 2nd Level | 10 gp | | 10th | Potion of Superior Healing | 2nd Level | 30 gp | | 13th | Potion of Superior Healing | 3rd level | 40 gp | | 16th | Any Rare Potion | 3rd Level | 50 gp | | 19th | Potion of Supreme Healing | 4th level | 60 gp | > ##### Kibbles' Alchemy Integration > If using Kibbles' Alchemy, you can make any uncommon/rare oil, concoction, or explosive in place of an uncommon/rare potion. #### Well Rounded Additionally at 3rd level, you learn two additional skills, tools, or languages of your choice. You learn one additional skill, tool, or language of your choice at 9th and 15th level. #### Resourceful Talents Starting at 7th level, you can find small breaks in the flow of battle to drink potions. You can drink any potion that would normally require an action as a bonus action. Additionally, you can attempt to cast spell scrolls that would normally be unintelligible to you. When doing so, you automatically succeed if the DC of the required spellcasting check is less than 10 + your proficiency bonus, otherwise you roll 1d20 + your proficiency bonus in place of making a spellcasting check, unless your spellcasting check would be higher. #### Acquired Knack At 10th level, you can select one of the following abilities: * **Heightened Awareness.** You gain a +5 bonus to initiative rolls, can't be surprised unless you are incapacitated, and other creatures do not gain advantage on attacks against you due to being unseen. * **Perfected Athletics.** Standing up from being prone only uses 5 feet of your movement, you gain a climbing speed equal to your movement speed, and can make a running high jump or long run after moving only 5 feet. * **Ritual Dabbler.** You gain the ability to record and cast ritual spells, selecting one class that has ritual casting. You learn two ritual spells from that class spell list, and can record new ritual spells from that book that you come across in written form. Record aing a spell takes 2 hours and costs 50 gold pieces per spell level. You can only record and ritually cast spells of a level equal to half your Fighter level (rounded down). * **Dungeon Veteran.** You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to detect the presence of secret doors, you have advantage on saving throws made to avoid or resist traps, and only take half damage from the effects of traps.
\pagebreakNum * **Shadow Lurker.** You can attempt to hide even when you are only lightly obscured, when you are hidden from a creature attacking that creature does not reveal your location if you miss, and dim light doesn't does not impose disadvantage on your Wisdom (Perception) ability checks, even when they rely on sight. #### Survival Skills Starting at 15th level, you can add half your proficiency bonus, rounded down, to your initiative checks, and to any saving throw you don't already add your proficiency to. Additionally, you gain a climbing and swimming speed equal to your walking speed. #### Adventurer's Intuition Starting at 18, you have survived so many dangerous situations and seen every trick in the book. At key moments, your intuition kicks in. When you make an attack roll, saving throw, or ability check, you can replace the roll with your Fighter level. You can use this after you roll, but before you know the outcome. Once you do this, you cannot do so again until you complete a short or long rest. ### Changelog #### v1.1 * Combined Adventuring Fuel and Prepared Powers into Resourceful Talents * Buffed Improvised Resources slightly moving "any uncommon potion" down to 7th level and Superior Healing Potion down to 10th level. > ##### Credits > - Subclass created by KibblesTasty > - Art: Forrest Imel (Licensed Stock Art) > ___ > ##### Fan Content Policy > > This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.