Difference between revisions of "Daredevil (5A)"
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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 properly arm yourself. | ''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. | ||
+ | == 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: | ||
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=== 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 | + | When you are armed with a melee weapon 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 | + | While you are wearing no armor and not wielding a shield, your AC equals 12 + your Dexterity modifier + your Charisma modifier. |
=== 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 | + | When you are armed with a melee weapon 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. | 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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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. | 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 | + | Any creature can take an action to end the poisoned condition 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 === | ===Gentle Grip === |
Revision as of 19:01, 6 November 2021
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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.
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 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 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 12 + 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 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 end the poisoned condition 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 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.
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.