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Fighter: Magical Protagonist (Homebrew: Fools Gold)

The magical protagonist is a highly specialized fighter with the rare ability to wield the powers of hope, friendship, or love in battle. The truth of such powers has long been disputed in Ambria, but the lethal, sparkly results these glamorous warriors can produce are difficult to argue with.  
SECRET POWER
At 3rd level, choose the origin of your powers from one of the following options:
  • Magical Companion. A mysterious magical animal—that may or may not make wisecracks or be morally dubious—gave you your powers. You learn the find familiar spell and can cast it once a day without expending a spell slot or components. When summoned using this feature, your familiar can speak one language that you know and does not have to follow your instructions if it doesn’t want to.
  • Magical Destiny. You’re just so QUACKing special. You gain proficiency in the Performance skill and either the Intimidation or Persuasion skills. Whenever you make a Charisma skill check, you can add your Constitution modifier to the roll.
  • Magical Trinket. Your powers are linked to a mystic object that you might have inherited or found by accident. You have a Tiny object that you use as part of your transformation sequence. When you transform, you can choose any number of creatures to automatically succeed on their saving throw against your transformation’s effects.
MAGICAL TRANSFORMATION
Beginning when you choose this archetype at 3rd level, you are able to magically transform to prepare yourself for battle. By uttering a key phrase of your choice and drawing upon the powers of hope and friendship, you magically alter your outfit, makeup, and hairstyle to strengthen yourself for battle and gain the ability to use style points. The transformation lasts for 1 hour or until you are knocked unconscious. You can choose to end your transformation early as a bonus action, returning to your normal form. Once you have transformed, you can’t do so again until you have completed a short or long rest. How fast you transform causes an additional effect:
  • Transform Dramatically Using an Action. You perform an elaborate dance or strike a powerful pose as your transformation takes place and alters your appearance. As your transformation sequence ends, shiny sparkles explode from your body to dazzle those looking at you. Each creature within 20 feet that can see you must succeed on a Charisma saving throw equal to 8 + your Charisma Modifier + your proficiency bonus, or become blinded until the end of your next turn.
  • Transform Quickly Using a Bonus Action. You skip the elaborate ritual and transform without dazzling those around you.
HERO POWERS AND STYLE POINTS
Starting from 3rd level, while transformed using your magical transformation feature, you can use style points to perform heroic acts. Style Points. At 3rd level, you have 3 style points that you can spend to use your hero powers. You regain any expended style points when you complete a short or long rest. You also regain 1 style point when you roll a critical hit on an attack or roll a 20 on a Charisma check. You gain 1 additional style point when you reach 7th, 10th, and 15th level in this class.
Hero Powers.
At 3rd level, you learn three hero powers of your choice, which are detailed in the Hero Powers Options below. You can only use one hero power per turn unless otherwise specified.
Saving Throws.
When using your Hero Powers, your spell save or effect DC equals 8 + your Charisma modifier + your proficiency bonus. You learn one additional hero power of your choice when you reach 7th, 10th, and 15th level in this class.
HERO POWER OPTIONS
The Hero Power options are presented in alphabetical order. Anonymous Hero. You can spend 1 style point to cast disguise self as an action.
  • Awesome Hero Attack. When you make a weapon attack roll against a creature, you can spend 2 style points and shout the super cool name of your attack to gain advantage on the attack roll. If the attack hits and you are within 5 feet of the target, it is considered a critical hit.
  • Beautiful Hero Blast. When you take the attack action on your turn, you can forgo one of your attacks and use a bonus action to unleash a magical attack of devastating beauty. When you do so, spend any number of style points and choose a point you can see within 90 feet of you. Each creature within 20 feet of that point must make a Dexterity saving throw, taking 2d6 + your Charisma modifier radiant damage on a failure, or half as much damage on a success. For every style point above the first that you spend on this attack, the effect deals an extra 1d6 radiant damage.
  • Extra Sparkly Hero Attack. When you hit a creature with a weapon attack, you can spend any number of style points. For each style point spent, you add extra radiant damage equal to your Charisma modifier to the attack’s damage roll, and the target must succeed on a Constitution saving throw or become blinded until the start of your next turn.
  • Healing Hero. You can spend any number of style points as an action to relieve the suffering of an ally you can see within 30 feet of you who can see or hear you. For each style point spent, you end one of the following conditions affecting the target: charmed, frightened, paralyzed, or poisoned.
  • Helpful Hero. You can spend 1 style point to take the Help action as a bonus action and can target a creature you can see within 30 feet of you when you do so. Additionally, before your next turn, if that creature rolls a 1 on an attack roll, ability check, or damage die, it can re-roll the die and use the new result.
  • Hero Senses. You can spend 1 style point to cast detect evil and good as an action.
  • Hopeful Hero. When you fail a saving throw to resist an effect that would charm, frighten, or paralyze you, you can spend 1 style point to re-roll the saving throw and add your Charisma modifier as a bonus to the roll. You must use the new result.
  • Hot-Headed Hero. You can spend 2 style points to cast heat metal as an action. You have resistance to fire damage while maintaining concentration on this spell.
  • Hyper Heroic Hero. You can spend 1 style point to cast heroism as an action.
  • Lovely Hero. You can spend 2 style points to cast charm person as an action.
  • Mobile Hero. You can spend 1 style point to cast the jump spell on yourself as a bonus action.
  • Motivational Hero. When you make an attack roll against a creature, you can spend 1 style point to motivate your allies in battle using a bonus action. Until the start of your next turn, your allies gain advantage on attacks made against that creature. This effect ends when one of your allies hits the creature with an attack.
  • Sturdy Hero. As part of your magical transformation, you can spend 1 style point to gain temporary hit points equal to your fighter level. These temporary hit points last until your magical transformation ends.
ULTRA PERSONALITY
By 7th level, your magical personality has grown so much stronger that it enables you to draw more energy from the powers of hope and friendship. While transformed, you can add either your Strength or Dexterity bonus to your Charisma skill checks. Additionally, you can grant yourself advantage on one Charisma check as long as you can see at least one of your allies. Once you have used this feature, you can’t use it again until you complete a long rest.  
POWER OF FRIENDSHIP
At 10th level, you can draw inspiration from your friends. As a free action, you can call out to any allies within 30 feet of you who can both see and hear you. Each creature can immediately use its reaction to grant you one style point. Style points obtained in this way can exceed your maximum number of style points up to a maximum total style points equal to your fighter level. Style points obtained in this way are lost at the end of your next turn. Once you have used this feature, you can’t use it again until you complete a long rest.  
BEAM ATTACK
Starting at 10th level, you can unleash sparkly beams from your weapon while you are transformed. This attack forms a line of bright light 5 feet wide and 60 feet long, originating from you. Each creature within the line must succeed on a Dexterity saving throw or take magical damage as if you had hit with the weapon you used to make the attack plus 2d6 force damage. Your beam attack deals double damage to objects and structures. When you take the attack action, you can replace one of your weapon attacks with this beam attack. When you reach 18th level in this class, your beam attack’s damage increases to 2d12.  
WINGS OF HOPE
Starting at 15th level, you are able to manifest the power of hope in the form of magical wings of light or dark energy that become part of your transformation. While transformed, you gain a flying speed equal to your movement speed.  
BELIEVE IN YOURSELF
Starting at 18th level, when you roll initiative and are not transformed, you can choose to instantly transform as if you had used your bonus action to do so. Additionally, when you roll initiative and have no style points, you gain 2 style points.

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