Difference between revisions of "Warrior Poet (5A)"

From Action
Jump to navigation Jump to search
Line 29: Line 29:
 
=== Everlasting Fame ===
 
=== Everlasting Fame ===
 
At 15th level, you have developed a certain style of clothing and fighting that makes you a distinctive symbol of valor and endurance in a fight.  
 
At 15th level, you have developed a certain style of clothing and fighting that makes you a distinctive symbol of valor and endurance in a fight.  
When you clearly identify yourself by using your customary weapons and style of clothing, including your heraldic arms if you have one, you and allies who end their turn within 10 ft. of you gain 5 temporary hit point at the end of each of your individual turns.
+
When you clearly identify yourself by using your customary weapons and style of clothing, including your heraldic arms if you have one, you inspire endurance in allies.
 +
 
 +
When you or an ally end their turn within 30 ft. of you, that creature gains 5 temporary hit point.
 
This increases to 8 temporary hit points at level 18.
 
This increases to 8 temporary hit points at level 18.
  
 
A downside to this is that you are easily identified when dressed like this. Any Intelligence (History) check to identify you and remember information about you have advantage.
 
A downside to this is that you are easily identified when dressed like this. Any Intelligence (History) check to identify you and remember information about you have advantage.

Revision as of 08:42, 25 October 2021

5A5A logo
Starfox's 5th Edition Fan Page

This is a Fighter subclass for 5A

A warrior poet is a warrior that channels the conflicting emotions of a fighting man into art. This art carries a deep meaning for other warriors, making the warrior poet a leader of men.

Bonus Proficiencies

At 3rd level when you choose this martial archetype, you gain proficiency with the Perform skill and a musical instrument of your choice. If you are already proficient in the Perform skill, you gain proficiency in another skill of your choice.

Warrior Inspiration

At 3rd level, you can inspire yourself and others through stirring words or music. This is a variant of the bard's Bardic Inspiration ability. To use this ability, you use a bonus action on your turn. You and one creature other than yourself within 30 feet of you who can hear you become inspired, gaining one Bardic Inspiration die, a d6.

Once within the next 10 minutes, each of you can roll your die and add the number rolled to one ability check, attack roll, or saving throw you make. If you add the bardic inspiration die to an attack roll and hit, you can also add the same die result to the damage of that attack. You can also expend the bardic inspiration die when you are hit by an attack, adding the result of the die to your Armor Class against that attack, potentially turning it into a miss.

You can wait until after the roll of the d20 before deciding to use your Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

Warrior's Rest

Beginning at 3rd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 10th level, to 1d10 at 18th level.

Enduring Inspiration

Starting at 7th level, you regain all of your expended uses of Warrior Inspiration when you finish a long or short rest.

Greater Inspiration

At 10th level, your bardic inspiration die turn into d8s. At 18th level, they turn into d10s.

Everlasting Fame

At 15th level, you have developed a certain style of clothing and fighting that makes you a distinctive symbol of valor and endurance in a fight. When you clearly identify yourself by using your customary weapons and style of clothing, including your heraldic arms if you have one, you inspire endurance in allies.

When you or an ally end their turn within 30 ft. of you, that creature gains 5 temporary hit point. This increases to 8 temporary hit points at level 18.

A downside to this is that you are easily identified when dressed like this. Any Intelligence (History) check to identify you and remember information about you have advantage.