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Fighter Options: Homebrew.


Hit Points

Hit Dice: d4 per Fighter Options: Homebrew. level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Subclass Options

Couatl Herald

The Couatl Heralds were, or are, martial warriors whose intention was to neutralize threats without always resorting to deadly force. These combatants were a beloved symbol of peace in the once great city of Hearth, whose terrible destruction has been all but entirely lost to history. Perhaps you come from a long line of sequestered heralds who had escaped the city before its collapse, or maybe you found the age-old journals of one of the city’s training officers. Regardless of how you come across this knowledge, training, and virtue, a true Couatl Herald defends the lives of all: regardless of their transgressions.  

Agent of Mercy

When you choose this archetype at 3rd level, you understand that not every villain needs a bloody ending. You gain three motes of positive magic that can be used to fuel your interactions with other creatures. These motes are called mercy dice, which are d6s. You regain all of your expended mercy dice when you finish a short or long rest, and you regain 1 expended mercy die when you reduce a hostile creature to 0 hit points and choose to knock it out instead of killing it outright. Whenever you make a Wisdom (Insight) check or Charisma check, you can choose to roll one or more of these dice and add the number rolled to the ability check. You can wait until after you roll the d20 before deciding to use a mercy die, but must decide before the GM says whether the roll succeeds or fails. Alternatively, you can roll a mercy die as a bonus action to gain temporary hit points equal to your Charisma modifier + the number you rolled on the die. You keep a mercy die until it’s either used or you kill an unconscious creature you had already spared. When you reach 10th level in this class, your mercy dice turn into d8s, and at 15th level, they turn into d10s. In addition, your carefully placed strikes allow you to knock a creature out with either melee or ranged attacks.  

Peacebringer

Starting at 7th level, your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, you can use an action to cast the calm emotions spell, without expending a spell slot. The saving throw DC for the spell equals 8 + your proficiency bonus + your Charisma modifier. Once you cast this spell, you can’t cast it again until you finish a short or long rest.  

Calm Mind

By 10th level, you gain an additional way to regain mercy dice. When you successfully persuade a creature to stand down or deescalate an otherwise violent situation, you regain 1 mercy die. If multiple creatures are persuaded in this way, you regain 1 mercy die for each affected creature. In addition, your mind is guarded against outside forces that would seek to sway your dedication. You can’t be charmed or frightened.      

Paragon Starting

at 15th level, you can have up to five mercy dice at a time. You’ve also learned how to lead your allies using magical words of empowerment. As a bonus action, you can command a creature you can see within 30 feet of you, spending a mercy die. When you do, roll the die. If the creature can hear you, it gains temporary hit points equal to your Charisma modifier + the number you rolled on the mercy die and can immediately use its reaction to move up to half its speed and make one weapon attack. If a weapon attack made in this way reduces a creature to 0 hit points, that creature is magically knocked unconscious instead of killed outright by the attack.    

Heraldic Enforcer

  At 18th level, your training has taught you to strike with the magic and force of a mighty couatl. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d10 force damage to the target. When you deal this force damage, you can choose to spend a mercy die to add an additional 1d10 force damage to the attack. In addition, if you choose to knock a creature out instead of killing it outright when you reduce it to 0 hit points, the target remains unconscious for 8 hours or until a creature friendly to you uses an action to shake it awake, even if the target regains hit points.      

Devout

An archetypical Devout bears a distinct resemblance to paladins and clerics, particularly in the way they present themselves. While they lack the divine magic offered by these classes, their divine fervor and unshakeable devotion to their gods are far from lacking. A Devout fights for their deity, commonly acting as crusaders or, less commonly, inquisitors of the faith. These fighters come from all walks of life, united by their zealotry and unbreakable faith. In their training, they become capable combatants, devoted friends, and learned scholars of their faith. A Devout’s way of life is arduous—they are always fighting for something, whether for their god, their companions, or a moral cause. They fully devote their mind and body to defending their allies and slaying their foes, as they can take on an almost trance-like demeanor during battle. Strengths: Skill Monkey, Martial Utility.  

Bonus Proficiency

At 3rd level, you gain proficiency in the Religion skill. If you already have this proficiency, you instead gain proficiency in another skill of your choice.  

Zealot’s Devotion

Also at 3rd level, you can devote yourself to a cause. As a bonus action, you can devote yourself towards either defender of kin or slayer of foes. Both choices use your zealotry die, a d6, as part of their effects, and your choice lasts until you choose a different one or are incapacitated: Defender of Kin. You devote yourself towards defending your allies. While this feature lasts, you can use your bonus action to rally a creature other than you that is within 5 feet of you. You roll your zealotry die, and the targeted creature gains temporary hit points equal to the number rolled. These temporary hit points last until the start of your next turn. Slayer of Foes. You devote yourself towards slaying your enemies. If you hit a creature with an attack while this feature lasts, you can use your bonus action to empower that attack. You roll your zealotry die, and add it to the attack’s damage roll.  

Scholar of Evil and Good

  The creatures of evil and good—aberrations, celestials, fiends, and undead—are intricately connected with the dealings of the gods. By 7th level, you have learned much about these creatures, granting you advantage on any Charisma checks you make while interacting with them, and allowing you to add your proficiency bonus to any Wisdom, Charisma, or Intelligence save imposed by one of these creatures if you don’t add your proficiency to that save already.  

Improved Zealotry

  At 10th level, your zealotry die becomes a d8, and you can reroll it if you roll a 1 or 2. At 18th level, it becomes a d12, and you can reroll on a 1, 2, or 3. You must take the new rolls.  

Endless Fervor

  Starting at 15th level, your Action Surge gives you an additional bonus action on top of its normal effects. Also, your Zealot’s Devotion feature is improved. You gain a +1 bonus to your AC while defender of kin is active, and a 15-foot bonus to your speed while slayer of foes is active.  

Deus Ex Machina

  By 18th level, the gods have noticed your ceaseless devotion, and have taken interest in your fate. You have advantage on death saving throws, and you roll a d6 every time you finish a long rest. A roll of 6 means that your deity visited you in your dreams and truthfully answered one yes or no question of your choice.      

Fey Court Chevalier

The fey courts are held in a delicate balance of political exchanges. Court Chevaliers are cunning, nimble fighters that serve the court of their allegiance with not only their blades, but their words as well  

Silver-Tongued

At 3rd level you gain proficiency in your choice of Deception or Persuasion. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency If you are already proficient with one, you gain proficiency in the other and may pick which skill to double.  

Signature Strike

Also at 3rd level, as a knight of the Feywild, you can draw magic into your attacks granted by your court of allegiance. Once per turn, when you hit you can empower your attack with a signature strike. Each signature strike requires the creature to make a saving throw against your strike. Your DC is equal to 8 your proficiency bonus your Charisma modifier. Choose one of the following options.   Seelie You deal an additional 1d10 force damage, taunting your opponent. The creature must make a Charisma saving throw. On a failed save, they have disadvantage on any attack roll that isn't against you until the end of your next turn.   Unseelie. You deal an additional 1d10 psychic damage, startling your opponent. The creature must make a Charisma saving throw. On a failed save, they are frightened of you until the end of your next turn.   Circadian. You deal an additional 1d10 radiant or necrotic damage. This damage represents your court of allegiance (day or dawn for radiant, dusk or night for necrotic). The creature must make a Charisma saving throw. On a failed save, they are blinded until the end of your next turn.   Seasonal You deal an additional 1d10 of acid, cold fire, or thunder damage. This damage represents your court of allegiance (acid for autumn, cold for winter, fire for summer, and thunder for spring). The creature must make a Charisma saving throw. On a failed save, they are stunned until the end of your next turn.   You may use your Signature Strike a number of times equal to your Charisma modifier and regain all uses after a long rest.  

Fleet Footed

  At 7th level you are a swift and nimble combatant. So long as you are not wielding Heavy armor or weapons with the Heavy property, your movement does not provoke opportunity attacks. Additionally, based on the armor you don, you gain a unique advantage.   • Light Armor/No Armor. Your speed increases by 10 feet • Medium Armor. You are not impeded by non-magical difficult terrain.  

Strengthened Strike

  At 10th level Your Signature Strike now deals 2d10 damage and you regain uses of this ability on a short rest.  

Fey Veil

  At 15th level, you can warp the magic of the Feywild around yourself as a defense. You may cast blur once per long rest without expending a spell slot, material components and without requiring concentration.  

Enchanted Blade

  At 18th level you've perfected your Signature Strike. You no longer have a limit to how many times you may use this ability.      

Valkyrie

  The Valkyrie soars above the battlefield in search of worthy souls to escort to the afterlife, who will be resurrected to fight again at the end of the world. A Valkyrie trains in healing, service, judgement, and most importantly, battle, for she will fight alongside her chosen. These fighters are warrior-spirits born mortal, proving their worth before their ascension.  

Restriction: Female Pulgarnians only.

While both male and female warriors can die honorably, only female souls can become these glorious champions. They are a special variety of celestial, that always manifests in female form. Your DM is free to lift this restriction at their discretion.  

Warrior of the Hall

At 3rd level, you can open your soul to the hall of glorious dead, channeling a fragment of its power. You can summon the power of the glorious dead thrice per short rest, and expend one use of it to use one of the following abilities.   Inspiring Cry. When you take the Attack action, you can shout a snippet of heroic poetry that inspires any number of friendly creatures within 30 feet that can hear you. Those allies can add your Wisdom modifier (a minimum of 1) to one attack roll or saving throw they make before the start of your next turn.   Rise Again. At dusk in Valhalla, the lethal wounds of the dead close, and as one of its stewards you can heal the fighters you choose. You can cast Prayer of Healing, Wisdom is your spellcasting ability for this spell.  

Shield Maiden

Starting at 7th level, your experience preparing yourself and others for battle allows you to strip and don armor efficiently. It costs an object interaction, rather than an action, for you to don or doff a shield, and you don and doff armor in half the time. When you help another creature don or doff armor, the time the process takes is quartered, rather than halved.  

Honored Dead

Also at 7th level, your ability to choose the final destination of a mortal soul allows you to ease its return to life. You can conduct a minute-long ritual over the body of a deceased creature, preparing the soul to either return or cross over. Once this ritual is completed, the material cost of any spell cast to resurrect the creature is waived and it comes under the effect of gentle repose. A creature cannot benefit from this ritual more than once, and you cannot bless a creature that died from illness, age, accident or outside of combat.  

Judge of the Fallen

Starting at 15th level, you can cast speak with dead a number of times equal to your Wisdom modifier per long rest (a minimum of once). If the target of your spell died violently, your casting does not expend a use of this feature. In addition, allied creatures within 30 feet of you have advantage on death saving throws.  

Ride of the Valkyrie

When the day comes, you will charge with your sisters across the sky. Starting at 10th level, when you use Inspiring Cry or Rise Again, you grant yourself and one of the targeted creatures a flying speed of 60 feet for 1 minute. This flight can appear as feathered wings sprouting from your back, a mighty gale that holds you aloft, a shadowy eight-legged horse that appears beneath you, or another form of your choice.  

Dawn of the Final Day

Starting at 18th level, you have been found worthy. When you die, your soul will ascend to Valhalla. More importantly, your powers of healing cannot be matched. Once per day, you can use your action to cast mass heal. You and every creature that gains hit points from mass heal gain a flying speed of 60 feet for 1 minute.      

Spirit General

As a commanding officer, you have lead men to their death. It is the burden of all commanders to watch their subordinates fall by blade, arrow and spell, but you have the additional burden of leading your fallen again. Unlike most soldiers, yours stayed loyal to you in their life, to their death, and in their death, and are willing to follow you for as long as you'll lead them.  

Undying Loyalty.

There are those who have died under your leadership but who would still faithfully serve you. At 3rd level, spectral warriors come to aid you in combat. Once per turn, when you make an attack, you can command these spirits to attack the same target. If the attack hits, the target takes an additional 1d8 necrotic damage as they are pierced by ghostly swords, arrows and bolts. This damage increases to 2d8 at 11th level and 3d8 at 18th.  

Fear the Legion.

At 7th level, when you hit a creature with your Undying Loyalty feature, the creature must make a saving throw equal to 8 + your proficiency bonus + your Charisma modifier or be frightened of you for 1 minute. The creature may remake the save at the end of each of its turns.  

Commander's Charisma.

 The authority in your voice reaches even the ears of the dead At 10th level, even the long lost will answer to you. You can cast the speak with dead spell as an action without expending a spell slot or requiring components. You may use this feature a number of times equal to your Charisma modifier (minimum of once) per long rest.  

Leader of the Dead.

Being around the spirits of the dead has altered you, granting you resistance to their effects. At 15th level, you have resistance to necrotic damage, your maximum hit points cannot be reduced, and you can see 30 feet into the ethereal realm.  

Raise an Army. 

At 18th level, you can summon a portion of your legion to fight alongside you. As an action, you can summon an amount of phantom warriors (CoS Pg 236) equal to your Charisma modifier (minimum of 1) at any point within 60 feet of you that you can see. These phantom warriors are under your control for 1 minute, at the end of which they disperse. On each of your turns, you can use a bonus action to mentally command any phantom warrior you made with this feature if it is within 60 feet of you. You decide what action the phantom warrior will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the phantom warrior only defends itself against hostile creatures. Once given an order, the phantom warrior continues to follow it until its task is complete. You may use this feature once per long rest.      
 


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CrisisUnbound.

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