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Fighter (Dune Dancer)


Hit Points

Hit Dice: d10 per Fighter (Dune Dancer) level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 + your Constitution modifier per fighter level after 1st

Proficiences

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Class Features

Fighting Style

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 AC.   Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 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: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.   Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.  

Second Wind

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 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.  

Action Surge

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.  

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, Eldritch Knight, or Dune Dancer, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.  

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.  

Indomitable

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.   You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.  

Extra Attack

Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.   The number of attacks increases to four when you reach 20th level in this class.  

Extra Attack

At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:  

  • (a) chain mail or (b) leather armor, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack

 


Subclass Options

Dune Dancer

Here is where some basic backstory on Dune Dancers will go, along with high-level descriptions of abilities and roleplaying hooks.   To gain the benefits of the Dune Dancer archetype, your armor cannot have a maximum Dexterity bonus. Under most circumstances, this means a Dune Dancer is limited to wearing light armor.  

3rd Level

When you are dual-wielding scimitars, you do not have to spend a bonus action to make the extra attack associated with two-weapon fighting. You simply make the additional strike as part of the attack action.   When you are dual-wielding scimitars, you gain a +1 bonus to AC and can attempt to parry an incoming blow. When you are struck by a melee attack, you can use a reaction to gain a +3 bonus to AC against that attack.  

7th Level

When you successfully parry an incoming attack, you can immediately make an attack at the creature that missed you as part of the same reaction.   You gain the ability to manifest your first musiq'in. The musiq'in lasts for 10 minutes, but it dissipates if you are petrified, you become unconscious, or if it is removed from your person. You cannot be disarmed of your musiq'in. Per long rest, you can call your musiq'in a number of times equal to your proficiency bonus.   As an action, you can manifest your musiq'in as either a single scimitar or dual scimitars. Once manifested, the musiq'in can be morphed from a single scimitar to dual scimitars (or vice versa) as a bonus action. Either way, your musiq'in is counted as a +1 weapon, and does extra damage equal to your Wisdom modifier.   Choose your Warrior's Path: the Path of Speed, the Path of Grace, or the Path of Honing. While your musiq'in is manifested, you gain the benefits of your chosen Warrior's Path. Your choice of path, once made, cannot be changed. The DC for every saving throw from a Warrior's Path ability equals 8 + your proficiency bonus + your Wisdom modifier. Your musiq'in cannot be dispelled, but it and the benefits you gain by wielding it are suppressed in an antimagic field.  

10th Level

You gain the ability to parry ranged attacks, providing the projectile is no heavier than a ballista bolt.   You can manifest your musiq'in as a bonus action, and it counts as a +2 weapon. You also gain a new ability according to your Warrior's Path.  

15th Level

Your musiq'in lasts for 1 hour instead of 10 minutes, and it counts as a +3 weapon. You also gain a new ability according to your Warrior's Path.  

18th Level

You can manifest your musiq'in as an item action (the same type of action as drawing your weapon) and has no time limit associated with it. You also gain a new ability according to your Warrior's Path.  

Path of Speed

  • 7th Level: Your movement no longer provokes opportunity attacks.
  • 10th Level: You gain a bonus to your movement speed equal to 5 times your Wisdom modifier.
  • 15th Level: You can run across liquids and along vertical surfaces without falling during your move. If you take the Dash action, you create a wall of fire effect along the length of your movement.
  • 18th Level: You gain the effects of a haste spell.
 

Path of Grace

  • 7th Level: You gain proficiency in Dexterity saving throws and a +1 bonus to AC. Your follow-up attack after a successful parry is made with advantage.
  • 10th Level: If you use the Shove action to knock a creature prone, you can make your check with Dexterity (Acrobatics) instead of Strength (Athletics). You also gain the Evasion ability of a monk or rogue.
  • 15th Level: You gain the effects of a freedom of movement spell.
  • 18th Level: You have advantage on Dexterity (Acrobatics) checks. If you parry, the bonus to your AC lasts until the start of your next turn. You can make a follow-up attack against any creature you successfully parry during that time requiring no action.
 

Path of Honing

  • 7th Level: You score a critical hit on a roll of 19 or 20 when attacking with your musiq'in.
  • 10th Level: Your musiq'in does double your Wisdom modifier in extra damage on a successful hit. Damage from your musiq'in cannot be reduced in any way by damage resistances or immunities.
  • 15th Level: Your musiq'in gains the vorpal property.
  • 18th Level: Your musiq'in becomes a +4 weapon and you score a critical hit on a roll of 18, 19, or 20 when attacking with it. If you strike a wall effect of any kind (such as wall of force, prismatic wall, or forcecage) with your musiq'in, you cut through the barrier and instantly destroy it.

 



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dlarrowe.

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