Fighter: Havoc Runner Martial Archetype in Midgard | World Anvil

Fighter: Havoc Runner Martial Archetype

The deserts of Nuria Natal and the Dominion of the Wind Lords are hazardous to travelers, particularly merchants carrying valuable cargo. The gnolls of the desert wastes assault even the swiftest and most heavily defended caravans using tactics that have been adopted by reavers and raiders of every race that prey upon the trade routes. The sight of one havoc runner makes any experienced merchant captain blanch. The sight of an entire troop of them is enough to make one insensible with terror.

Gauging Glance

Beginning at 3rd level, you can Search as a bonus action on your turn, and you gain proficiency in your choice of either Investigation or Perception.

Cry Havoc

Also at 3rd level, you gain two Havoc dice, which are d6s. You can use one of these dice in the following ways:
  • When you make an attack against a creature with advantage, you can roll your Havoc die and add the result to your attack roll.
  • When you have advantage on an attack against a creature and hit, you can roll your Havoc die and add the result to your damage roll.
  • When you are the target of an attack and within 5 feet of a creature friendly to you, you can roll your Havoc die and subtract the result from the attack roll.
  • When you hit with an opportunity attack and a creature that is hostile to your target is within 5 feet of your target, you can roll your Havoc die and add twice its result to your damage roll.
  • When you grapple or shove a creature, you can roll your Havoc die and add the result to your ability check.
When you roll a 5 or 6 on a Havoc die, and when you roll a critical hit, you immediately gain an additional Havoc die. You can expend one Havoc die per trigger. You regain expended Havoc dice at the start of your turn. All but 2 Havoc dice are removed at the end of combat.

Lightning Lope

Beginning at 7th level, your movement speed increases by 10 feet. When you start your movement with no hostile creatures within 5 feet and end your movement with at least one hostile creature within 5 feet, you have advantage on the first attack roll you make before the end of your turn.

Havoc in Action

Starting at 10th level, if you have four or more Havoc dice at the start of your turn, you can remove three dice from your Havoc dice pool to add 10 to the damage you deal with your next successful attack. You can’t use this feature more than once per attack. Dice you remove from your pool with this feature are not regained at the start of your next turn.

Work As One

Beginning at 15th level, when you and a creature friendly to you that is not incapacitated are within 5 feet of your target, you can grapple or shove your target even if it's one size larger than you. If it is the same size as you or smaller, it has disadvantage on ability checks it rolls to avoid or escape grapples and shoves by you and creatures friendly to you.

Lightning Strike

Starting at 18th level, when you use your Action Surge, you can reroll all results of a 1 on a Havoc die until the end of this turn. You must use the new result.

Comments

Please Login in order to comment!