Dante in dnd homebrew classes11/4/2023 Warp the battlefield to your every desire.Ī warrior who uses their spiky armor to protect themselves and hurt their foes.Īn experienced warrior, wielding two weapons with the skill most will never reach with one Masters or ranged weapons, archers take down their enemies with accuracy and power from a distance.Ī specialist in quick and devastating strikes in combatĪ fighter focused in temporaly removing enemies from the battlefield. Those with unrivaled accuracy with ranged weapons. Control these energies and show your enemies the power they squander. ![]() When utilized, Aether can be used to heal or empower yourself or your allies. A magical energy that bears life giving energies. They typically have little to no spellcasting ability.įighter Classes Classes based on the fighter archetype.Īether. 3 Fighter Classes Based on Existing Fictionįighter classes tend to have themes focused on the use of martial weapons and/or the use of martial prowess and skill.Starting from the 18th level, your base speed increased by 3 m and your movements do not cause opportunifty attacks. Improved Evasionīeginning from the 17th level, you have advantage on every Dexterity saving throw. Diamond Soulīeginning at the 15th level, your mastery over your body grants you proficiency in all saving throws.Īdditionally, whenever you make a saving throw and fail, you can spend 1 adrenaline charge to reroll it, but you must use the second result. You must do a different attack roll for every enemy. Starting from the 14th level, you can spend one adrenaline charge to do an attack action against every enemy in your range. Starting at the 13th level, you are immune to the effects of enviromental heat and cold, but you have to eat twice your normal daily needs. Additional Fighting StyleĪt the 11th level, you can choose a second option from the Fighting Style class feature. Plus you can no longer be surprised by a hidden enemy. Starting at the 9th level, your reflexes are so trained that you get an advantage on initiative rolls. Starting at the 7th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. You gain a climb and swim speed equal to your normal movement speed, and may increase the distance you jump by your constitution modifier. When you dash, you may move an additional 3 m (2 squares) and may attack with a melee weapon against a creature as part of the dash. You must be wielding a simple or martial weapon to use this reaction. When a creature you can see hits a target that is within 1,5 m of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. ![]() While you are wearing armor, you gain a +1 bonus to AC. You can't take the same Fighting Style option more than once, even if you get to choose again. ![]() Choose a Fighting Style from the list of optional features. You adopt a particular style of fighting as your specialty. ![]() Skills: Acrobatics and choose two from History, Investigation, Perception, Persuasion, Sleight of Hand, Stealth, and Survival.Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Sprinter level after 1st.Hit Points at 1st Level: 8 + your Constitution modifier.Adrenaline, Accurate Shot, Cunning ActionĪs a Sprinter, you gain the following class features, and you should prioritize Dexterity, Intelligence, and Constitution.
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