5e:Nightstalker/Fighter

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Source: Rlyehable
Date Created: 2020-08-24
Status: 1st Draft


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: Abyssal, Celestial, Deep Speech, Draconic, Infernal, or Sylvan.

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.


Sources and Notes


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