Warrior Core Class: Fighter
The Fighter
Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face. In Dustriders, the fighter is familiar with all forms of combat, including firearms.
Archetype Overview
Champion
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Sensic
Sensic Fighters are powerful psychic combatants that use their toolset to alter the flow of battle and cripple foes' minds. They are exceptionally strong against magic users, turning spells against their casters and deflecting otherwise deadly magic attacks. Their ability to manipulate the ambient magic to make psychic attacks is also exceptionally strong, but it does have its limits.
Wastelander
The Wastelander is a survivor in the truest sense. They have travelled across Dunia and have come across many different foes and situations, and are capable with a variety of tools at their disposal, combining ranged combat with martial melee combat, and a well-founded knowledge of transportation modes and their usage on Dunia. The Wastelander is skilled in mounted combat like the cavalier of olden days. As a Wastelander, you may have come from a fallen clade of warriors, or perhaps you were exiled from a settlement and found your way in The Dust.
Player Equipment Category
Hit Points
Hit Dice: 1d10
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6 if averaged) + your Constitution modifier per Fighter level after 1st
Hit Dice: 1d10
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6 if averaged) + your Constitution modifier per Fighter level after 1st
Proficiencies
Armor: light armor, medium armor, heavy armor, superheavy armor, shields
Weapons: simple weapons, martial weapons, and firearms (simple, martial)
Tools: none
Saving Throws: Strength, Constitution
Skills: Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.
Armor: light armor, medium armor, heavy armor, superheavy armor, shields
Weapons: simple weapons, martial weapons, and firearms (simple, martial)
Tools: none
Saving Throws: Strength, Constitution
Skills: Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.
Starting Equipment
You start with the following items, plus anything provided by your background.
(a) Baseline Heavy Armor and a Common Elemental Resistance Mod
or
(b) Baseline Light Armor, and any one Mundane 2-Handed Longarm with 4 spare magazines
or
(c) Baseline Medium Armor and a Recurve Bow with 20 Arrows
(a) A common rarity or lower martial melee weapon and a personal ballistic shield
or
(b) Two common rarity or lower martial melee weapons
or
(c) A Mundane 2-Handed Longarm with 6 spare magazines (Shotgun spare ammunition doubled, comes with 6 shotgun slugs as well) - Excluding Light Machine Guns
(a) A Recurve Crossbow and 20 bolts
or
(b) Two common one-handed melee weapons with the light property, can be martial or simple
A Mundane 1-Handed Sidearm with 2 spare magazines
(a) A dungeoneer's pack
or
(b) An explorer's pack
Ammunition matching the chosen firearms' spare magazines and one loaded magazine for each.
You start with the following items, plus anything provided by your background.
(a) Baseline Heavy Armor and a Common Elemental Resistance Mod
or
(b) Baseline Light Armor, and any one Mundane 2-Handed Longarm with 4 spare magazines
or
(c) Baseline Medium Armor and a Recurve Bow with 20 Arrows
(a) A common rarity or lower martial melee weapon and a personal ballistic shield
or
(b) Two common rarity or lower martial melee weapons
or
(c) A Mundane 2-Handed Longarm with 6 spare magazines (Shotgun spare ammunition doubled, comes with 6 shotgun slugs as well) - Excluding Light Machine Guns
(a) A Recurve Crossbow and 20 bolts
or
(b) Two common one-handed melee weapons with the light property, can be martial or simple
A Mundane 1-Handed Sidearm with 2 spare magazines
(a) A dungeoneer's pack
or
(b) An explorer's pack
Ammunition matching the chosen firearms' spare magazines and one loaded magazine for each.
Features
1st Level
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
Sharpshooter
You gain a +2 bonus to attack rolls you make with ranged weapons. Additionally, you may choose to use Strength or Dexterity when making ranged weapon attacks.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense
While you are wearing armor, you gain a +2 bonus to Evasion (in D&D 5e, Armor Class). While wearing Heavy or Superheavy Armor, you gain an additional evasion bonus from your Strength modifier.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception
When a creature you can see hits a target, other than you, within 5 feet 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). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
2nd Level
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action and bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
3rd Level
At 3rd level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Champion
Sensic
Wastelander
4th Level
Ability Score Improvement
At 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Martial Versatility
4th-level fighter optional feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:
5th Level
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
6th Level
Ability Score Improvement
At 6th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
7th Level
Archetype Features
Champion
Sensic
Wastelander
8th Level
Ability Score Improvement
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
9th Level
Indomitable (2x)
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
10th Level
Archetype Features
Champion
Sensic
Wastelander
11th Level
Extra Attack
At 11th level, you can attack three times whenever you take the Attack action on your turn.
12th Level
Ability Score Improvement
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
13th Level
Indomitable
At 13th level, you can use Indomitable twice between long rests.
14th Level
Ability Score Improvement
When you reach 14th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
15th Level
Archetype Features
Champion
Sensic
Wastelander
16th Level
Ability Score Improvement
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
17th Level
Action Surge (2x)
At 17th level, you can use Action Surge twice before a rest, but only once on the same turn.
Indomitable (3x)
At 17th level, you can use Indomitable three times between long rests.
18th Level
Archetype Features
Champion
Wastelander
19th Level
Ability Score Improvement
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
20th Level
Extra Attack
At 20th level, you can attack four times whenever you take the Attack action on your turn.
Archetype Features
Champion
3rd Level
Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20
Remarkable Athlete
Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.
In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.
7th Level
Additional Fighting Style
At 7th level you gain another Fighting Style of your choice.
10th Level
Heroic Warrior
The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.
15th Level
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.
18th Level
Survivor
You attain the pinnacle of resilience in battle, giving you these benefits.
Defy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it.
Heroic Rally. At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point.
Sensic
3rd Level
Sensic Resonance
As a Sensic fighter, you are empowered through your newfound psychic abilities which have awakened in you. You manipulate the ambient chaos particulate simply through your mind, shearing others' thoughts and emotions, turning them against their possessors. You have something similar to magic itself, but it is purely a manifestation of your incredible psychic presence. This newfound ability acts as a double-edged blade, both providing you with incredible power, but also imperiling you if you push yourself too hard.
As a benefit of this newfound power, you have blindsense within 20 feet against invisible targets, and can telepathically communicate with willing targets. Additionally, any incorporeal or undead spirits are clearly visible to you.
If you wear a blindfold for a full day, your psychic senses are amplified and you have blindsight within 45 feet, but while wearing the blindfold, any of your ranged weapon attacks and thrown weapon attacks are with disadvantage; however, your Psychic Powers intensify and deal additional damage equal to your Intelligence modifier. You cannot sense targets outside the range of your psychic abilities while blindfolded.
The blindsight range, while blindfolded, increases to a total of 60 feet at 7th level, and again to a new total of 90 feet at 15th level in this class.
Sensic Volatility
You have a Sensic Volatility threshold equal to double your Proficiency Bonus (Starting at 2+2) plus your Intelligence modifier (a minimum of 1). Each time you use one of your Sensic powers, you increase your Sensic Volatility. You reduce this volatility to 0 when you finish a Short or Long rest.
If you go over half your Sensic Volatility threshold, you take unmitigated Psychic damage equal to double the amount you increased it by when you use your Sensic Powers.
If you exceed the threshold, you take an amount of Psychic damage equal to double your current Sensic Volatility, but also deal the same amount of Psychic damage to all targets in a 20 foot sphere, centered on you. After this happens, you cannot use your Sensic Powers again until you finish a Long Rest.
Sensic Save DC
Your Sensic DC is equal to 8 + your Proficiency Bonus + your Intelligence modifier. Some of your Sensic Powers will have a save DC.
Sensic Powers
Sensic Breach (Attack)
You generate an aura of psychic hostility that weakens your opponents' minds, opening them up to greater peril by striking with a resonant wave of destructive psychic energy.
After making a successful weapon attack against an opponent you are within 45 feet of, you can increase your Sensic Volatility by 1, to deal Psychic damage equal to your current Sensic Volatility in addition to the weapon's damage. The affected target is primed until the end of your next turn.
The next Sensic Breach power you successfully use against a primed target will raise your current Sensic Volatility by 1d4. You will then deal an amount of Psychic damage equal to double your current Sensic Volatility to the target.
As an example, as a Level 3 Sensic Fighter with an Intelligence Score of 14, you have a maximum threshold of 6 Sensic Volatility to work with and are currently at 0. You use your Sensic Breach power against a target, raising your Volatility to 1, dealing 1 psychic damage on top of your weapon's damage. You then use Action Surge to give yourself another attack, and use Sensic Breach against the same target again, which is now primed. You roll a 1d4, and it lands on a 3, bringing your current Sensic Volatility up to 4. On your second successful attack, you deal 8 Psychic damage to the Primed target in addition to your weapon's damage. You then take 2 unmitigated Psychic damage because your volatility went 1 point past half your threshold.
If you do not use one of your Sensic Powers against the same target before the end of your next turn, the target is no longer primed. The duration targets are primed increases to three rounds of combat at 15th level.
Precognitive Interference (Reaction)
You can redirect your Sensic volatility towards your opponents through piercing their minds, knowing their next move even before they do by sensing their intentions. If the hostile target is within 45 feet, you can use this power against them regardless of line of sight. Otherwise, it must be a target that you can see.
Before the hostile target's damaging attack or spell applies damage or hits, you can use this ability to either prevent it from hitting or make it easier to overcome.
As a Reaction, expend all of your Sensic Volatility to reduce a hostile target's Attack rolls by the same amount. Otherwise, a hostile target's Spellcasting DC is reduced by half the amount of Sensic Volatility removed (rounded down).
The target must make an Intelligence saving throw against your Sensic DC or have the interference overwhelm their ability to focus. If the target fails their saving throw, the aforementioned Attack roll or Spellcasting DC debuff is applied until the start of your next turn.
Targets that are primed by Sensic Breach or other Sensic Powers have disadvantage on this saving throw.
7th Level
Auric Charge (Follow-up Attack)
You have gained a new Sensic Power which allows you to distort the flow of time, allowing you to move with frightening speed.
When you make a successful weapon attack against a target, ranged or otherwise, you can as part of your second attack, charge in a straight line up to a distance of 45 feet towards the same target or a second target in range at the cost of increasing your Sensic Volatility by 1. Using this power does not trigger Opportunity Attacks.
If you choose an unoccupied space adjacent to a primed target, your psychic inertia creates an explosion, dealing the same amount of Psychic damage as your current Sensic Volatility in a 10 foot radial sphere around the target you charged at.
Hostile targets inside the radius must make an Intelligence saving throw against your Sensic DC or take Psychic damage and be primed. Targets in the radius that failed their saves are primed in the same way as they would be if they had been hit by Sensic Breach.
10th Level
Preceptor's Breach (Reaction)
When you imperil your targets with your Sensic Powers, you establish a mental tunnel into their thoughts and emotions.
Targets primed by Sensic Breach or other means can now have their spells or ranged weapon attacks backfire on them when you use the Precognitive Interference power on them instead of reducing their Attack Rolls or Spellsaving DCs.
Enemies that failed their saves against your Sensic DC will backfire. Spells will backfire as outlined in the Backfire section of Magical Volatility and Recovery and will not cast successfully. Firearms and Launchers will detonate their ammunition and prevent the weapon from firing for one turn, dealing the same amount of damage to their owner as a single shot fired. Grenades and other explosives such as rockets will detonate before they can be thrown or launched, centered on the hostile target.
When you use this version instead of Precognitive Interference, your volatility is only reduced by half its current amount.
15th Level
Powerful Resonance
Targets that are primed by your Sensic Powers now stay primed until three of your turns have passed while in combat. Each time you successfully use a Sensic Power against a primed target, you will reset the countdown back to 3. Additionally, the range of all of your Sensic Powers are doubled.
18th Level
Mindbreaker (Action)
Through tremendous psychic presence, you can briefly break and cripple the minds of your opponents. Targets that you have primed can have a psychic cascade, emanating from each of them when you activate this power as an Action.
Each psychic cascade is a 10 foot radial sphere. Hostile targets inside the radius must make an Intelligence saving throw against your Sensic DC. Targets take double your current Sensic Volatility in Psychic damage on a failed save, or half as much damage on a successful one. Primed targets have disadvantage on their Intelligence saving throws against its effects.
After a failed save, the affected targets are afflicted with confusion. The confusion lasts for 1 minute. During that time, each affected target rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. At the end of each of the affected targets' turns, they may make an Intelligence saving throw against your Sensic DC to end its effects early.
This power raises your Sensic Volatility by an amount equal to the primed targets that were detonated. Once you have used this power, you cannot use it again until you have finished a Short or Long rest.
Back to the Archetype Overview
Wastelander
3rd Level
Hardcore Survivalist
The way you go about life has given you many challenges for which you have to come up with solutions on the spot with the materials on hand. You gain several maneuvers and additional actions that you can use when you choose this archetype at 3rd level.
You have four Jury-Rigger's points starting at 3rd level, equal to two plus your proficiency bonus. You gain more points at specified levels. All Jury-Rigger's points are regained after finishing a short or long rest. Features that use Jury Rigger's Points will be italicized.
Lastly, you gain 4 Common Vehicle Mod schematics at this level, and gain additional Vehicle Mod schematics of your choice at the specified intervals in this class.
Saving Throws
Some of your maneuvers require your target to make a saving throw to resist your abilities' effects. The saving throw DC is calculated as follows: Wastelander save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (whichever is higher).
Wastelander Maneuvers
Blood Transfusion (Action)
You can transfer up to half of your current HP by an amount of your choosing to a willing target using an Action and a Jury-Rigger's Point. You cannot perform this Action again until you've completed a Long Rest.
Boarding Action
You have advantage on Acrobatics/Athletics checks to jump from one vehicle to another if you spend a Jury-Rigger's point.
If an enemy attempts to board your vehicle, you have a free ranged or melee opportunity attack against them which doesn't require a Reaction.
You may spend a Reaction after this opportunity attack to try and force them off. They must make a Strength saving throw against your Wastelander DC or fail and fall to the ground, taking damage as outlined in the vehicle rules: Falling Off. To attempt to force your opponent off, you must use one Jury-Rigger's point.
Machine Operator
When making a check with any mount or station on a vehicle, you can choose to double your Proficiency Bonus at the cost of one of your Jury-Rigger's points.
Makeshift Mechanic (Bonus Action)
As part of the Mounted Combatant feature list, you are capable of making a quick 1d4 repair on a vehicle part or panel as a Bonus Action instead of an Action. You are now skilled in the Mechanic's kit tools. This improves to a 1d6 at 7th level, a 1d8 at 10th level, a 1d10 at 15th level and finally a 1d12 at 18th level. To use this feature, you must use one of your Jury-Rigger's points.
Adaptive Wanderer
Switching weapons is now a free object interaction and not a Bonus Action or Action. Additionally, choose a proficiency in another saving throw. You can retrain this Saving Throw proficiency after finishing a Long Rest.
You may also now choose one weapon in your possession with which you double your Proficiency Bonus to hit after each Long Rest during your daily preparations. Shotguns and other AOE weapons chosen gain double their Proficiency Bonus when calculating Wastelander DC.
You've trained your body's resilience over time and can endure more than most. You do not gain exhaustion at the same rate as others, instead gaining 1 point of exhaustion every other full day without a long rest. You remove one point of exhaustion for every two short rests.
7th Level
The Long Road Ahead
You're able to pack twice as much resources into a vehicle's cargo hold. Any vehicle you own, operate or travel on, you double its carrying capacity starting at 7th level.
Improvisational Combatant
Being in dangerous situations and low on resources, you have to make do with what's presented to you. You now have several additional maneuvers you can use and fight dirty. You gain 2 more Jury-Rigger's points at this level, bringing it to a total of 7. Lucky You.
Wastelander Maneuvers
Give Me That (Follow-up Attack)
After successfully making a weapon attack or an unarmed attack, with any follow-up attack you can attempt to wrestle a weapon from your opponent to use it against them. They must make a Strength or Dexterity save against your Wastelander DC. If they fail, you can use their weapon against them immediately with advantage as part of your follow-up attack. To use this maneuver you must use a Jury-Rigger's point.
Boomstick Beatdown
With this maneuver, you can bludgeon your opponent with your shotgun. After making a weapon attack with a Shotgun-class weapon in melee range, you can perform a free follow-up melee attack to deal 1d4 + your Strength Modifier in Bludgeoning Damage. To use this maneuver, you must use a Jury-Rigger's point.
Fight Dirty (Bonus Action)
As a bonus action, you can throw sand, dirt, or other environmental particulate at your opponent if they have eyes and are within 10 feet of you in an attempt to blind them temporarily. The target must make a Constitution saving throw against your Wastelander DC. If they fail, they are blinded until the end of your next turn. If they critically fail, they are blinded for two rounds of combat. To use this maneuver, you must use a Jury-Rigger's point.
10th Level
Scavenger's Delight
You find double the food and crafting materials when you search containers, vehicles, and fallen opponents. If you weren't proficient in Survival before, you are now. If you're already proficient in Survival, you double your Proficiency Bonus with Survival checks.
Post-Apocalyptic Brawler
You continue to develop your skillset in brawling, beatdowns, and brutality. You've developed a few more maneuvers and tricks to fight with, and have also gained 2 more Jury-Rigger's Points, bringing your total up to 9.
Wastelander Maneuvers
Get Decked (Bonus Action)
Make a weapon bash attack with a held firearm against your opponent's head, dealing 1d6 + your Strength Modifier in Bludgeoning damage. Bayonet attachments on firearms deal an additional 1d6 AP I Slashing damage using this Bonus Action. Your opponent must make a Constitution saving throw against your Wastelander DC or get dazed until the end of your next turn. Uses one Jury-Rigger's Point to perform this bonus action.
Point Blank Brutality (Attack)
Any ranged weapon attack when within melee range of a prone, stunned, blinded, or dazed opponent now has advantage. If using a shotgun or DC-based ranged weapon, a prone opponent has disadvantage on their saving throw against your Wastelander DC. Expend a Jury-Rigger's Point to do double your proficiency bonus in damage using this attack.
Sweep the Leg (Attack)
You attempt to knock your opponent prone with a two-kick attack, first making a sweeping kick at their leg and then kicking them to push them down. Make an unarmed attack roll, dealing 2d4 + your Strength Modifier in bludgeoning damage. If the attack connects, the opponent must make a Strength or Dexterity saving throw vs. your Wastelander DC or be knocked prone. Expend a Jury-Rigger's Point to use this feature.
15th Level
Brawling Mastery
Your constant fighting in dangerous situations has made you into a vicious beast when outnumbered or cornered. You now gain your Proficiency Bonus in Evasion when 2 or more opponents are in melee range of you.
Additionally, you now have 2 more Jury-Rigger's Points to use, bringing your total up to 11. If you start Initiative and have no Jury-Rigger's Points available, you immediately gain 2 plus your Constitution modifier.
18th Level
My World is Fire and Blood
Starting at 18th level, your Evasion and Damage go up the less health you have. For each 20 missing HP, you gain a stacking +1 bonus to Evasion and a stacking +1 bonus to Damage rolls. You lose your stacks when you hit 0 HP and cannot gain stacks again until you complete a Long Rest. Single stacks are removed for each 20 HP healed.
Back to the Archetype Overview

Comments