Difference between revisions of "Daredevil (5A)"

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''Not all fighters prefer heavy weapons and armor. A daredevil challenges their foes with light weapons like rapiers and many even eschew armor.
 
''Not all fighters prefer heavy weapons and armor. A daredevil challenges their foes with light weapons like rapiers and many even eschew armor.
  
'''Greyhawk
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'' '''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.
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''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 arm properly.
  
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== Subclass Features ==
 
=== Grace and Style ===
 
=== Grace and Style ===
 
Beginning when you choose this archetype at 3rd level, you gain proficiency with two of the following:
 
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.
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Athletics, Acrobatics, Deceit, Persuasion, Sleight of Hand, any one musical instrument, all gaming sets, all firearms.
  
 
=== Flashing Blade ===
 
=== Flashing Blade ===
 
At 3rd level you learn how to defend yourself with a blade alone.
 
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.
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* While you are wearing no armor, you can add +3 to your your Armor Class.
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.  
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* While you are wearing light armor, you can add +2 to your your Armor Class.
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* When not wielding a shield and armed with a single melee weapon that lacks the two-handed or versatile properties, you gain a +1 bonus to armor class. You can hold something in the other hand, such as a firearm, as long as you do not use this object as a melee weapon or shield.
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''When using the [[Martial_Arts_(5A)|Martial Arts Defense]] rules, the bonus from Flashing Blade is based on the proficiency you base your martial arts on. For example, if you use the light armor and shield benefits of a style of martial arts, you count as using light armor and a shield to see what benefits you gain from Flashing Blade.
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[http://dnd5e.wikidot.com/spell:mage-armor|Mage Armor] counts as light armor for this ability.
  
 
=== Aggressive Defense ===
 
=== Aggressive Defense ===
 
At 3rd level you can create an attack out of your 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.
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When you are armed with a melee weapon and hit or missed by an attack from a creature in your reach, you can use a reaction to make an attack with a melee weapon against the attacker.
The result of your attack roll also becomes your armor class against the triggering attack, possibly making the triggering attack miss.
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If the result of your attack roll is higher than your own Armor Class, your roll also becomes your armor class against the triggering attack, possibly making the triggering attack miss.
  
===Vital Strike ===
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=== Cunning Attack ===
At 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.  
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Beginning at 7th level, when you use your action to take the Dodge action, you may make a single weapon attack as part of that action. This counts as taking the Attack action, but limited to a single attack.
  
===Risk and Reward ===
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At 20th level, you can make two weapon attacks as a part of a Dodge action.
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 ===
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===Gentle Grip ===
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.
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At 7th level you gain several abilities.
 
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* You cannot be disarmed or forced to drop a weapon or other hand-held object; you keep the object in hand until you deliberately release it.  
===Deep Slash ===
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* You can pick up a Tiny object from the ground within your reach without spending an action.
At 7th level, when you inflict a critical hit with a weapon that does slashing damage, the enemy begins to bleed.  
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* At the start of your turn you can draw and stow any number of weapons without spending any action.
The enemy is poisoned.
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* You ignore the loading property of weapons.
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 ===
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=== Face-Off ===
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 can challenge an opponent, focusing your attacks on them but also opening yourself up to counterattacks.
You can pick up a Tiny object from the ground without spending an action.
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When you make your first attack on your turn, you can decide to face-off against a specific opponent. Doing so gives you advantage on weapon attack rolls against that opponent, but that opponent gains advantage on all attack rolls against you. Both effects last until the beginning of your next turn.
At the start of your turn you can draw and stow any number of weapons without spending any action.
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You cannot use Face-off and Cunning Attack on the same turn.
You ignore the loading property of weapons.
 
  
=== Greater Vital Strike ===
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=== Fleche ===
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.  
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At 15th level, any melee weapon you wield gains the reach property.
  
 
=== Hot Pursuit ===
 
=== 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.
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At 18th level, when an opponent moves out of your reach, you can move 5 feet to pursue the opponent. This does not require any action but prevents you from taking an attack of opportunity. Neither does you movement trigger attacks of opportunity. You can do this again and again and even against several different opponents in a round, but your total movement using this ability 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 ==
 
== Designer's Notes ==
 
A first attempt at a swashbuckling fighter.  
 
A first attempt at a swashbuckling fighter.  
 
It is a bit of a mess with many minor abilities and abilities that are exclusive.
 
It is a bit of a mess with many minor abilities and abilities that are exclusive.

Latest revision as of 15:13, 30 December 2023

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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 arm properly.

Subclass Features

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 one musical instrument, all gaming sets, all firearms.

Flashing Blade

At 3rd level you learn how to defend yourself with a blade alone.

  • While you are wearing no armor, you can add +3 to your your Armor Class.
  • While you are wearing light armor, you can add +2 to your your Armor Class.
  • When not wielding a shield and armed with a single melee weapon that lacks the two-handed or versatile properties, you gain a +1 bonus to armor class. You can hold something in the other hand, such as a firearm, as long as you do not use this object as a melee weapon or shield.

When using the Martial Arts Defense rules, the bonus from Flashing Blade is based on the proficiency you base your martial arts on. For example, if you use the light armor and shield benefits of a style of martial arts, you count as using light armor and a shield to see what benefits you gain from Flashing Blade. Armor counts as light armor for this ability.

Aggressive Defense

At 3rd level you can create an attack out of your defense. When you are armed with a melee weapon and hit or missed by an attack from a creature in your reach, you can use a reaction to make an attack with a melee weapon against the attacker. If the result of your attack roll is higher than your own Armor Class, your roll also becomes your armor class against the triggering attack, possibly making the triggering attack miss.

Cunning Attack

Beginning at 7th level, when you use your action to take the Dodge action, you may make a single weapon attack as part of that action. This counts as taking the Attack action, but limited to a single attack.

At 20th level, you can make two weapon attacks as a part of a Dodge action.

Gentle Grip

At 7th level you gain several abilities.

  • You cannot be disarmed or forced to drop a weapon or other hand-held object; you keep the object in hand until you deliberately release it.
  • You can pick up a Tiny object from the ground within your reach 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.

Face-Off

At 10th level you can challenge an opponent, focusing your attacks on them but also opening yourself up to counterattacks. When you make your first attack on your turn, you can decide to face-off against a specific opponent. Doing so gives you advantage on weapon attack rolls against that opponent, but that opponent gains advantage on all attack rolls against you. Both effects last until the beginning of your next turn. You cannot use Face-off and Cunning Attack on the same turn.

Fleche

At 15th level, any melee weapon you wield gains the reach property.

Hot Pursuit

At 18th level, when an opponent moves out of your reach, you can move 5 feet to pursue the opponent. This does not require any action but prevents you from taking an attack of opportunity. Neither does you movement trigger attacks of opportunity. You can do this again and again and even against several different opponents in a round, but your total movement using this ability 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.