Fighter Profession in Novence Eternal | World Anvil

Fighter

Hit Dice: 1d10
HP Bonus: Ld6+L*CON
TP: 100
Feat Slots: 7

Proficiencies

Armor: All Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: STR, CON
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Abilities

Ultimate Ability: Savage Blade

Rarity: Rare | CC: Fighter | UP: 65 | ZP: 1 | ZL: 0 | Cost: 3 TP
Strike an enemy 7 times for 5d10 slashing each.

Fighting Style (Fighter)

Level 1 | CC: Fighter | Rarity: Basic | Cost: 0 TP
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to PC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +1D 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.
Protection
Once per round, when a creature you can see attacks a target other than you that is within 5 feet of you, you can use the Guard action as a free reaction in defense of the target. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the to-hit of the second attack.

Second Wind

Level 1 | Rarity: Uncommon | Cost: 4 TP
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 L*CON. Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge I

Level 2 | Rarity: Legendary | Cost: 5 TP
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional ability action. Once you use this feature, you must finish a short or long rest before you can use it again.

Class Feat Slot I

Level 4 | CC: Fighter

Extra Attack I

Level 5 | CC: Fighter | Rarity: Rare | Cost: 5 TP Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Class Feat Slot II

Level 6 | CC: Fighter

Class Feat Slot III

Level 8 | CC: Fighter

Indomitable I

Level 9 | Rarity: Uncommon | Cost: 2 TP
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.

Extra Attack II

Level 11 | REQ: Extra Attack I | CC: Fighter | Rarity: Rare | Cost: 5 TP
Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

Class Feat Slot IV

Level 12 | CC: Fighter

Indomitable II

Level 13 | REQ: Indomitable I | Rarity: Uncommon | Cost: 2 TP
You can use Indomitable twice between long rests instead of once.

Class Feat Slot V

Level 14 | CC: Fighter

Class Feat Slot VI

Level 16 | CC: Fighter

Indomitable III

Level 17 | REQ: Indomitable II | Rarity: Uncommon | Cost: 2 TP
You can use Indomitable thrice between long rests instead of twice.

Action Surge II

Level 17 | REQ: Action Surge I | Rarity: Legendary | Cost: 5 TP
Your Action Surge ability can be used twice per short or long rest.

Class Feat Slot VII

Level 19 | CC: Fighter

Extra Attack III

Level 20 | REQ: Extra Attack II | CC: Fighter | Rarity: Rare | Cost: 5 TP
At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.


Subclasses

Martial Archetype: Battle Master Archetype

Battle Master Archetype: Combat Superiority

Level 3 | CC: Fighter (Battle Master) | Rarity: Exotic | Cost: 30 TP
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice, listed below. You can only use one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
  • Ambush: When you make DEX (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.
  • Bait and Switch: When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature as a movement action, so long as the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
    Roll the superiority die. Until the start of your next turn, you or the other creature gains a bonus to AC equal to the number rolled.
  • Brace: When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add a number of superiority dice to the weapon's damage roll equivalent to the number of dice in the weapon's damage roll.
  • Commander's Strike: When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding a number of superiority dice to the attack's damage roll equivalent to the number of dice in the attack's base damage roll.
  • Disarming Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target. Make a contested STR check and add the superiority die to your roll. If successful, inflict Disarm (V) (1) to the target.
  • Distracting Strike: When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. Make a contested Charisma check against the target. If successful, you add a number of superiority die to the attack's damage roll equivalent to the number of dice on the attack's base damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the target's next action.
  • Evasive Footwork: When you move or take the Dodge action, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
  • Feinting Attack: You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. Make a contested Perception check against the target. If successful, you have advantage on your next attack roll against that creature this turn. if that attack hits, add a number of superiority die to the attack's damage roll equivalent to the number of dice on the attack's base damage roll.
  • Goading Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. Make a contested Charisma check against the target. If successful, you add a number of superiority die to the attack's damage roll equivalent to the number of dice on the attack's base damage roll. If successful, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
  • Grappling Strike: Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and try to grapple the target as a bonus action. Make a contested Strength (Athletics) check, adding the superiority die to the result. If successful, you may knock the target prone, throw them, or apply Bound (I) (1) to them.
  • Lunging Attack: When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, add a number of superiority dice to the attack's damage roll equivalent to half the number of dice on the attack's base damage roll. Alternatively, if you make an Acrobatics check as a movement action prior to attacking; if you hit, add a number of superiority dice to the attack's damage roll equivalent to your Acrobatics roll divided by 4.
  • Maneuvering Attack: When you hit a creature with a weapon attack you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add a number of superiority die to the attack's damage roll equivalent to half the number of dice on the attack's base damage roll. Choose a friendly creature who can see or hear you; that creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
  • Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. Make an Intimidation roll against the target. On success, the target gains Frightened (III) (2) directed at you, and you add a number of superiority dice to your attack damage equivalent to the number of dice on the attack's base damage roll.
  • Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die and add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
  • Pushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target a number of feet away from you equivalent to an Athletics roll + a superiority die.
  • Quickdraw: As a bonus action, you can expend one superiority die and make a ranged attack with a loaded firearm, applying the weapon's QP to your attack roll. You can draw the weapon as part of making this attack. If you hit, add a number of superiority die to the weapon's damage roll equivalent to half the number of dice in the weapon's base damage roll.
  • Quick Toss: As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add a number of superiority die to the weapon's damage roll equivalent to half the number of dice in the weapon's base damage roll.
  • Rally: On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains THP equal to (your CHA/2)*(superiority die).
  • Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add a number of superiority die to the attack's damage roll equivalent to the number of dice on the attack's base damage roll.
  • Superior Parry: When you make the Parry action against an enemy's incoming attack, add the roll of a superiority die to your parry roll. If successful, make a free attack against the target, and add a number of superiority dice to the damage roll equivalent to the number of dice on the attack's base damage roll.
  • Sweeping Attack: When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to half the incoming damage against your primary target (of the same damage type).
  • Tactical Assessment: When you make an Intelligence, History, Investigation, Wisdom, or Insight check, you can expend one superiority die and add the superiority die to the ability check.
  • Team Coordination: At the start of your turn, you may spend one superiority die to swap the position of your turn in the turn order with that of a willing ally, and immediately start the chosen ally's turn.
  • Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add a number of superiority die to the attack's damage roll equivalent to half the number of dice on the attack's base damage roll. If the target is Large or smaller, it must make a contested Strength (Athletics) check. If you are successful, you knock the target prone.

Battle Master Archetype: Student of War

Level 3 | Rarity: Uncommon | Cost: 1 TP
At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

Battle Master Archetype: Know Your Enemy

Level 7 | Rarity: Rare | Cost: 2 TP
Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Armor Stats
  • Current HP
  • Class Type + Levels

Battle Master Archetype: Improved Combat Superiority

Level 10 | REQ: Combat Superiority | Rarity: Legendary | Cost: 2 TP
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

Battle Master Archetype: Relentless

Level 15 | REQ: Combat Superiority | Rarity: Legendary | Cost: 4 TP
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. Whenever you make the Meditate action, you regain 1 Superiority Die at a 1d2 chance.

Battle Master Archetype: Superior to All

Level 18 | REQ: Combat Superiority | Rarity: Legendary | Cost: 4 TP
At 18th level, the maximum number of superiority die you have is equivalent to the largest modifier between your STR, DEX, and CON.


Martial Archetype: Champion Archetype

Champion Archetype: Improved Critical I

Level 3 | Rarity: Legendary | Cost: 5 TP
Your weapon attacks have -1 reduced critical roll range.

Champion Archetype: Remarkable Athlete

Level 7 | Rarity: Basic | Cost: 3 TP
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Champion Archetype: Additional Fighting Style

Level 10 | CC: Fighter | Rarity: Basic | Cost: 2 TP
At 10th level, you can choose a second option from the Fighting Style class feature.

Champion Archetype: Improved Critical II

Level 15 | REQ: Improved Critical I | Rarity: Legendary | Cost: 5 TP
Your weapon attacks have a bonus -2 reduction to critical roll range instead of -1.

Champion Archetype: Survivor

Level 18 | Rarity: Legendary | Cost: 6 TP
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 10% of your Maximum HP (without raising your HP above half of its maximum) if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.


Martial Archetype: Echo Knight Archetype

Echo Knight Archetype: Manifest Echo

Level 3 | CC: Echo Knight | Rarity: Exotic | Cost: 7 TP
At 3rd level, you can use a movement action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, until you are affected by a magic-nullifying ability such as the spell Anti-Magic Field, or until you’re incapacitated.

Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.
  • As a bonus action, you can teleport, magically swapping places with your echo regardless of the distance between the two of you.
  • When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo’s space. You make this choice for each attack.
  • When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo’s space.

Echo Knight Archetype: Unleash Incarnation

Level 3 | REQ: Manifest Echo | Rarity: Exotic | Cost: 5 TP
At 3rd level, you can heighten your echo’s fury. You may make an attack from your echo’s position as a movement action.

Echo Knight Archetype: Shadow Martyr

Level 10 | REQ: Manifest Echo | Rarity: Exotic | Cost: 5 TP
Starting at 10th level, you can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.
Once you use this feature, you can’t use it again until you finish a short or long rest.

Echo Knight Archetype: Reclaim Potential

Level 15 | REQ: Manifest Echo | Rarity: Legendary | Cost: 4 TP
By 15th level, you’ve learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2HD, provided you don’t already have temporary hit points.

Echo Knight Archetype: Legion of One

Level 18 | REQ: Manifest Echo | Rarity: Exotic | Cost: 5 TP
At 18th level, you can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo’s position can be done from the other’s instead.


Martial Archetype: Regal Artist Archetype

Developed by Estellar Valwynn of the Amethostana Regal Studio, the Regal Artist Archetype was originally conceived as a way to prepare students for the far-deadlier fighting style of the Brushblade. Without the magical effects of the latter, however, it ends up being a somewhat unwieldy, if flashy style.

Regal Artist Archetype: Ink Reserves

Level 3 | Rarity: Rare | Cost: 5 TP
When you choose this archetype at 3rd level, gain a pool of ink you’ve set aside specifically for use in combat, which can have differing effects depending on the move used. You may apply this ink to your sword as a movement action, causing your next attack made with it to be Inked. Your pool of Ink is equivalent to your Fighter level / 2, and you regain all uses after a long rest.

Regal Artist Archetype: Sweeping Slash

Level 7 | Rarity: Legendary | Cost: 3 TP
Starting at 7th level, you gain the ability to quickly move across the battlefield and strike multiple enemies with a single attack. You may expend one of your remaining attacks this turn to strike an enemy and apply the damage to all other enemies within 5 feet of the target.
[REQ: Ink Reserves]: If you choose to apply Ink to this attack, all enemies affected must roll a CON saving throw against a DC of 10 + your CON modifier + your Proficiency Bonus to avoid being afflicted with Blind (I) (1).

Regal Artist Archetype: Pointillism

Level 10 | Rarity: Legendary | Cost: 3 TP
Starting at 10th level, you become able to pinpoint precise weak spots in an enemy’s defenses. After performing an attack and rolling damage, you may expend an additional remaining attack to strike an opponent in a vital weak point, removing 1d4 PC for 1 round.
[REQ: Ink Reserves]: If you choose to apply Ink to this attack, the enemy also gains Poison (I) 5d8 (1).

Regal Artist Archetype: Blank Canvas

Level 15 | Rarity: Rare | Cost: 1 TP
Starting at 15th level, you have gained the ability to perfectly prepare yourself for painting and combat. When you roll initiative and have no uses of Ink Reserves left, you regain 1d4 uses. If the roll is a natural 20, you regain 2d4 uses.

Regal Artist Archetype: Finishing Touches

Level 18 | Rarity: Legendary | Cost: 1 TP
Starting at 18th level, your grit and determination allow you to spite your enemies when they defeat you. Upon getting KO’ed, you may perform a reaction attack at the enemy that KO’ed you. If the attack lands, it deals damage equal to two regular attacks, and you regain 1d4 Ink.


Martial Archetype: Samurai Archetype

Samurai Archetype: Fighting Spirit

Level 3 | CC: Samurai Archetype | Rarity: Rare | Cost: 3 TP
Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

You can use this feature three times. You regain all expended uses of it when you finish a long rest.

Samurai Archetype: Bonus Proficiency

Level 3 | CC: Samurai Archetype | Rarity: Basic | Cost: 1 TP
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Samurai Archetype: Elegant Courtier

Level 7 | Rarity: Uncommon | Cost: 3 TP
Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence of Charisma saving throws (your choice).

Samurai Archetype: Tireless Spirit

Level 10 | REQ: Fighting Spirit | Rarity: Basic | Cost: 1 TP
Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.

Samurai Archetype: Rapid Strike

Level 15 | CC: Samurai Archetype | Rarity: Legendary | Cost: 4 TP
Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

Samurai Archetype: Strength Before Death

Level 18 | CC: Samurai Archetype | Rarity: Legendary | Cost: 5 TP
Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and Injury stacks can still apply. When the extra turn ends, you fall unconscious if you still have 0 hit points.

Once you use this feature, you can’t use it again until you finish a long rest.

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