The Fighter
HP: +1d10 each Level, minimum of +5
AC: +1 each Level
AB: +1 each Level
Save: -1 each 2nd Level
Skills: +1 Skill Pip each Level
At 1st Level, your fighting spirit allows you to press on even when all seems lost. When you Attack, you may use this Ability to Heal yourself for a value of HP equal to (1d4 + your Fighter Level). Once you have used this Ability, you must finish a Long Rest before you may use it again.
At 2nd Level, you have trained yourself to better utilize a certain type of Weapon, making it your Favored Weapon. Choose 1 type of Weapon, such as a Crossbow, Longsword, or Spear. You deal +1 Damage with your Favored Weapon.
At 3rd Level, you have developed a certain fighting style. Choose one of the benefits below.
- Backline: If you Attack an enemy at Medium Range or further, you have +2 on the Attack Roll.
- Defensive: You gain +1 AC.
- Duelist: You may use this Ability to dodge a non-Critical Hit Attack. You must use this Ability before the Damage is announced, and you may only use this Ability once per Combat.
- Frontline: If you Attack an enemy at Close Range, they are unable to Move to a different Range that Round.
- Offensive: You deal +1 Damage with Weapons.
- Protector: Once per Round, you may reduce the Damage an ally in Close Range takes by 1d6. They take at least 1 Damage.
- Warmage: You gain the ability to Cast Spells. You learn 2 Spells and you gain 2 Spell Points (SP). Using 1 Spell Point, you may cast any Spell you know. You regain used Spell Points after a Long Rest.
At 4th Level, you become more experienced with your Favored Weapon. You deal an additional +1 Damage with your Favored Weapon.
At 5th Level, you have become a fluid fighter. Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
At 6th Level, your Weapon expertise becomes more diverse. You may choose a 2nd Favored Weapon. Also, you deal an additional +1 Damage with your Favored Weapons.
At 7th Level, your fighting style becomes more advanced. The fighting style you chose at 3rd Level becomes altered as shown below.
- Backline: If you Attack an enemy at Short Range or further, you now have +3 on the Attack Roll.
- Defensive: You gain +1 additional AC.
- Duelist: When you dodge an Attack using your 3rd Level ability, you may also attempt a single Weapon Attack.
- Frontline: If you Attack an enemy at Close Range, they are unable to Move to a different Range until you do.
- Offensive: You deal +1 additional Damage with Weapons.
- Protector: Once per Round, you may now reduce the Damage an ally in Close Range takes by 2d6. They take at least 1 Damage.
- Warmage: You gain 2 additional Spell Points and learn 2 additional Spells.
At 8th Level, you have nearly mastered your Favored Weapons. While you are conscious, you cannot be disarmed of your Favored Weapons. Also, you deal an additional +1 Damage with your Favored Weapons.
At 9th Level, you have mastered the art of combat. Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action. Also, you deal an additional +1 Damage with your Favored Weapons.
At 10th Level, you have become a living legend. This legendary status allows you to do one of the following; create a Stronghold you command, or craft a Legendary Weapon. Details for both options are below.
- Stronghold: You amass 1d20 + 30 1st Level Fighters who seek to serve you and fight alongside you, following your every command. They will build your Stronghold in a valid location over the course of 100 days. Once completed, you will rule over the Stronghold and any local settlements that seek your protection. Once up and running, your Stronghold will generate 1d6 Gold per day, with a bonus 1d6 to that rate for each settlement you protect. Finally, you and your allies may successfully rest within your Stronghold in half the normal time due to its accommodations.
- Legendary Weapon: You come across, create, or earn a magical Weapon of legendary renown. This magical Weapon may be any Weapon of your choice, and you may choose up to three magical effects from the Magical Weapons section of the Magic Item list. Your GM has the right to veto these magical effects or limit how many you may choose. Finally, bestow the Weapon with a fitting name and legendary story.
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