5e:Nightstalker/Fighter: Difference between revisions
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<div class="bctop">{{backto|{{SRD5|Fighter}}}}</div> | <div class="bctop">{{backto|{{SRD5|Fighter}}}}</div> | ||
<div class="notice"> | <div class="notice"></div> | ||
<div class="badge">{{Author | <div class="badge">{{Author | ||
|author_name=Rlyehable | |author_name=Rlyehable | ||
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|balance= | |balance= | ||
}}</div> | }}</div> | ||
<div class="gi-main"> | <div class="gi-main">{{tocright}} | ||
{{5e Subclass Traits | {{5e Subclass Traits | ||
|name=Nightstalker | |name=Martial Nightstalker | ||
|sorttext=Nightstalker | |sorttext=Nightstalker Martial | ||
|class=Fighter | |class=Fighter | ||
|classNS=s <!-- s=SRD5, p=pointer, u=user --> | |classNS=s <!-- s=SRD5, p=pointer, u=user --> | ||
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|trait1name=Enmity | |trait1name=Enmity | ||
| | |trait1lvl=3rd | ||
|trait1desc=You have enmity with a certain {{SRD5|Monster Type|type}} of {{srd5lc|Creature}}. Choose one of the following types: {{srd5lc|Aberration}}s, {{srd5lc|Celestial}}s, {{srd5lc|Construct}}s, {{srd5lc|Dragon}}s, {{srd5lc|Fey}}, {{srd5lc|Fiend}}s, {{srd5lc|Shapechanger}}s, or {{srd5lc|Undead}}. These are creatures of enmity. | |||
You also learn to speak, read, and write one of the following languages: {{5elang|Abyssal}}, {{5elang|Celestial}}, {{5elang|Deep Speech}}, {{5elang|Draconic}}, {{5elang|Infernal}}, or {{5elang|Sylvan}}. | You also learn to speak, read, and write one of the following languages: {{5elang|Abyssal}}, {{5elang|Celestial}}, {{5elang|Deep Speech}}, {{5elang|Draconic}}, {{5elang|Infernal}}, or {{5elang|Sylvan}}. | ||
You may gain enmity with an additional type every | You may gain enmity with an additional type every 5th level hereafter (8th, 13th, and 18th). You do not gain additional languages at these levels. | ||
|trait2name=Esoteric Knowledge | |trait2name=Esoteric Knowledge | ||
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|trait3name=Additional Fighting Style | |trait3name=Additional Fighting Style | ||
|trait3desc=Starting at 7th level, you can choose | |trait3desc=Starting at 7th level, you can choose an additional {{5ep|Fighting Style}}. | ||
|trait4name=Iron Resolve | |trait4name=Iron Resolve | ||
|trait4desc=Beginning at 10th level, you gain {{srd5lc|Proficiency}} is Wisdom {{srd5lc|Saving Throw}}. If you already have proficiency in this, you gain proficiency in either Intelligence or Charisma saving throws. | |trait4desc=Beginning at 10th level, you gain {{srd5lc|Proficiency}} is Wisdom {{srd5lc|Saving Throw}}. If you already have proficiency in this, you gain proficiency in either Intelligence or Charisma saving throws. | ||
|trait5name= | |trait5name=Turn Creatures of Enmity | ||
|trait5desc=Starting at | |trait5desc=Starting at 10th you gain the ability to turn creatures of enmity. As an {{srd5lc|Action}}, you present your {{srd5lc|Holy Symbol}} or item that is a bane to the creature (wolf's bane, cold iron, silver, etc.) and verbally censure the creature of enmity. Each creature of enmity that can see or hear you within 30 feet of you must make a Wisdom saving throw ({{SRD5|DC}} = 8 + your {{srd5lc|Proficiency Bonus}} + your Wisdom modifier). If the creature fails its saving throw, it is ''turned''. This lasts for 1 {{srd5lc|Minute}}, or until it takes any damage. | ||
| | A turned creature must spend its {{srd5lc|Turn}}s trying to {{srd5lc|Move}} as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take {{srd5lc|Reaction}}s. For its action, it can use only the {{srd5lc|Dash}} action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the {{srd5lc|Dodge}} action. | ||
| | |||
|trait7name= | Once a nightstalker uses this feature, he/she may not use it again until he/she finishes a short or long rest. | ||
|trait7desc= | |||
|trait6name=Strike of Enmity | |||
|trait6desc=Starting at 15th level, when you hit a creature of enmity with an {{srd5lc|Attack}}, you add your {{srd5lc|Proficiency Bonus}} to the damage you roll. | |||
|trait7name=Refuse to Die | |||
|trait7desc=Beginning at 18th level, if reduced to 0 {{srd5lc|Hit Point}}s by an {{srd5lc|Attack}} or {{srd5lc|Spell}}, the nightstalker is reduced to 1 hit point instead. This lasts until the end of the nightstalker's next {{srd5lc|Turn}} and cannot be reduced below 1. At the end of the nightstalker's next turn, he/she looses 1 hit point. Once this feature is used, it may not be used again until a long rest has been completed. | |||
|trait8name= | |||
|trait8desc= | |||
|desc=Nightstalker {{srd5lc|Fighter}}s bring their martial prowess against creatures of the night. | |desc=Nightstalker {{srd5lc|Fighter}}s bring their martial prowess against creatures of the night. | ||
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|level3={{iplink|Enmity}}, {{iplink|Esoteric Knowledge}} | |level3={{iplink|Enmity}}, {{iplink|Esoteric Knowledge}} | ||
|level7={{iplink|Additional Fighting Style}} | |level7={{iplink|Additional Fighting Style}} | ||
|level10={{iplink|Iron Resolve}} | |level10={{iplink|Iron Resolve}}, {{iplink|Turn Creatures of Enmity}} | ||
|level15= | |level15={{iplink|Strike of Enmity}} | ||
|level18= | |level18={{iplink|Refuse to Die}} | ||
}} | }} | ||
}} | }} |
Latest revision as of 19:22, 2 February 2021
Martial Nightstalker is a martial archetype of the Fighter class.
Martial Nightstalker
Nightstalker fighters bring their martial prowess against creatures of the night.
Nightstalker Features
Fighter Level | Features |
---|---|
3rd | Enmity, Esoteric Knowledge |
7th | Additional Fighting Style |
10th | Iron Resolve, Turn Creatures of Enmity |
15th | Strike of Enmity |
18th | Refuse to Die |
Enmity
3rd level Martial Nightstalker feature.
You have enmity with a certain type of creature. Choose one of the following types: aberrations, celestials, constructs, dragons, fey, fiends, shapechangers, or undead. These are creatures of enmity.
You also learn to speak, read, and write one of the following languages:
- redirect: Template:5xlang,
- redirect: Template:5xlang,
- redirect: Template:5xlang,
- redirect: Template:5xlang,
- redirect: Template:5xlang, or
- redirect: Template:5xlang.
You may gain enmity with an additional type every 5th level hereafter (8th, 13th, and 18th). You do not gain additional languages at these levels.
Esoteric Knowledge
Beginning at 3rd level, your esoteric knowlege grants you advantage on Intelligence and Wisdom skill checks that are related to creatures of enmity.
Additional Fighting Style
Starting at 7th level, you can choose an additional Fighting Style.
Iron Resolve
Beginning at 10th level, you gain proficiency is Wisdom saving throw. If you already have proficiency in this, you gain proficiency in either Intelligence or Charisma saving throws.
Turn Creatures of Enmity
Starting at 10th you gain the ability to turn creatures of enmity. As an action, you present your holy symbol or item that is a bane to the creature (wolf's bane, cold iron, silver, etc.) and verbally censure the creature of enmity. Each creature of enmity that can see or hear you within 30 feet of you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). If the creature fails its saving throw, it is turned. This lasts for 1 minute, or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the dodge action.
Once a nightstalker uses this feature, he/she may not use it again until he/she finishes a short or long rest.
Strike of Enmity
Starting at 15th level, when you hit a creature of enmity with an attack, you add your proficiency bonus to the damage you roll.
Refuse to Die
Beginning at 18th level, if reduced to 0 hit points by an attack or spell, the nightstalker is reduced to 1 hit point instead. This lasts until the end of the nightstalker's next turn and cannot be reduced below 1. At the end of the nightstalker's next turn, he/she looses 1 hit point. Once this feature is used, it may not be used again until a long rest has been completed.