Difference between revisions of "Daredevil (5A)"

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===Gentle Grip ===
 
===Gentle Grip ===
At 10th level you cannot be disarmed or forced to drop a weapon; you keep your weapon in hand until you deliberately put it away.  
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At 10th level you gain several abilities.
You can pick up a Tiny object from the ground without spending an action.
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* You cannot be disarmed or forced to drop a weapon; you keep your weapon in hand until you deliberately put it away.  
At the start of your turn you can draw and stow any number of weapons without spending any action.
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* You can pick up a Tiny object from the ground without spending an action.
You ignore the loading property of weapons.
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* At the start of your turn you can draw and stow any number of weapons without spending any action.
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* You ignore the loading property of weapons.
  
 
=== Greater Vital Strike ===
 
=== Greater Vital Strike ===

Revision as of 11:16, 29 October 2021

5A5A logo
Starfox's 5th Edition Fan Page

This is a Fighter subclass for 5A

Not all fighters prefer heavy weapons and armor. A daredevil challenges their foes with light weapons like rapiers and many even eschew armor.

Greyhawk A new type of warrior is starting to appear, first in mercenary circles in the City of Greyhawk, but gradually spreading over the subcontinent. The daredevil is often a nobleman or adventurer, someone who's need to fight pops up suddenly with no chance to properly arm yourself.

Grace and Style

Beginning when you choose this archetype at 3rd level, you gain proficiency with two of the following: Athletics, Acrobatics, Deceit, Persuasion, Sleight of Hand, any musical instrument, any gaming set.

Flashing Blade

At 3rd level you learn how to defend yourself with a blade alone. When you are armed with a melee weapon with the finesse quality and not wielding a shield, you gain a +2 bonus to armor class. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Aggressive Defense

At 3rd level you can create an attack out of your defense. When you are armed with a melee weapon with the finesse quality and hit by an attack from a creature in your reach, you can use a reaction to make an attack with a melee weapon against the initial attacker. The result of your attack roll also becomes your armor class against the triggering attack, possibly making the triggering attack miss.

Vital Strike

At 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Risk and Reward

At 7th level you can take greater risks for a chance to reap greater rewards. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls during this turn, but attack rolls against you have advantage until the start of your next turn.

Piercing Strike

At 7th level, when you inflict a critical hit with a weapon that does piercing damage, you don't roll damage dice; instead you automatically do maximum damage.

Deep Slash

At 7th level, when you inflict a critical hit with a weapon that does slashing damage, the enemy begins to bleed. The enemy is poisoned. While poisoned, the creature oozes vital fluids, taking 1d6 necrotic damage at the start of each of its turns. The creature can attempt a Constitution saving throw at the end of each of its turns, DC = 8 + your Dexterity bonus + your proficiency bonus, ending the effect on itself on a success.

Any creature can take an action to stanch the bleeding wound by succeeding on a Wisdom (Medicine) check against the save DC. The wound also closes if the target receives magical healing.

Gentle Grip

At 10th level you gain several abilities.

  • You cannot be disarmed or forced to drop a weapon; you keep your weapon in hand until you deliberately put it away.
  • You can pick up a Tiny object from the ground without spending an action.
  • At the start of your turn you can draw and stow any number of weapons without spending any action.
  • You ignore the loading property of weapons.

Greater Vital Strike

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

Hot Pursuit

At 18th level, when an opponent moves out of your reach, you can move 5 ft. to pursue the opponent. This movement does not trigger attacks of opportunity. You can do this again and again and even against several opponents in a round, but your total movement in one round cannot exceed your speed. At the start of your turn your ability to pursue resets and you can again move up to your speed using this ability.

Designer's Notes

A first attempt at a swashbuckling fighter. It is a bit of a mess with many minor abilities and abilities that are exclusive.