Fighter: Difference between revisions

387 bytes removed ,  17:59, 20 November 2022
Line 250: Line 250:
==== Mantle of Coral ====
==== Mantle of Coral ====
''3rd Level Barrier's League Feature''<br>
''3rd Level Barrier's League Feature''<br>
You can use a bonus action on your turn to create a suit of magical living armor around you, which lasts for 1 minute. You can create this armor on top of any existing armor you are wearing. While you have this armor, you gain the following benefits:
You can use a Bonus Action on your turn to create a suit of magical living Armor around you, which lasts for 1 minute. You can create this Armor on top of any existing Armor you are wearing. While you have this Armor, you gain the following benefits:
*Your AC can’t be less than 16.
*Your AC can’t be less than 16.
*If a creature within 5 feet of you hits you with a melee attack, the creature takes 1d4 piercing damage. This damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The first time a creature takes this damage on a turn, its speed is reduced by 10 feet until the end of its next turn.
*If a creature within 5ft of you hits you with a Melee Attack, that creature takes 1d4 Magical Piercing Damage. The first time a creature takes this Damage on a turn, its Speed is reduced by [10ft or a number of feet equal to 5 times your Proficiency Bonus] until the end of its next turn.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
<br><br>
<br><br>


==== Expel Toxin ====
==== Expel Toxin ====
''3rd Level Barrier's League Feature''<br>
''3rd Level Barrier's League Feature''<br>
You take on the natural healing properties of coral, and can use it to expel yourself of poisons. When you regain hit points using your Second Wind feature while your Mantle of Coral is active, your armor deals an additional 1d6 poison damage until the start of your next turn, and you become cured of one disease or poison affecting you.
You take on the natural healing properties of coral, and can use it to expel yourself of poisons. When you use your Second Wind while your Mantle of Coral is active, your Armor deals an additional 1d6 Poison Damage until the end of your next turn, and you become cured of one Disease or Poison affecting you.
<br><br>
<br><br>


==== Fed by the Sun ====
==== Fed by the Sun ====
''7th Level Barrier's League Feature''<br>
''7th Level Barrier's League Feature''<br>
You can draw upon the light of the sun to nourish and sustain yourself. If you spend 1 hour in bright sunlight, you regain hit points equal to your Constitution modifier (minimum of 1 hit point), and gain enough nourishment to sustain yourself for one day.
You can draw upon the light of the sun to nourish and sustain yourself. If you spend 1 hour in bright sunlight, you regain Hit Points equal to your Constitution Modifier, and gain enough nourishment to sustain yourself for one day.
<br><br>
 
==== One With The Waves ====
''7th Level Barrier's League Feature''<br>
You become attuned to the seas from which you draw your power from. You gain the ability to breathe underwater and you gain a Swimming Speed equal to your Walking Speed. Finally, you have Resistance to Cold Damage.
<br><br>
<br><br>


==== Bristling Defense ====
==== Bristling Defense ====
''10th Level Barrier's League Feature''<br>
''10th Level Barrier's League Feature''<br>
When a creature within 5 feet of you that you can see hits you with a melee attack while your Mantle of Coral is active, you can use your reaction to conjure bristling spines from your armor. You halve the attack’s damage against you, and the attacker takes additional damage from your armor equal to your fighter level.
When a creature within 5ft of you that you can see hits you with a Melee Attack while your Mantle of Coral is active, you can use your Reaction to conjure bristling spines from your armor. When you do this, you halve the Attack’s Damage, and the attacker takes additional Poison Damage equal to your Fighter Level.
<br><br>
<br><br>


==== Frenzied Swarm ====
==== Tactically Blank Mind ====
''15th Level Barrier's League Feature''<br>
''15th Level Barrier's League Feature''<br>
You can manifest creatures of the reef from your living armor to aid you in battle. As an action while your Mantle of Coral is active, you can conjure a swarm of quippers, which appears in your space (the DM has the creature’s game statistics).<br>
You can cause your mind to become barely sentient or active. When you use your Mantle of Coral, you can choose to not have an Intelligence, Wisdom, or Charisma Score while this use of your Mantle of Coral is active, while in this state, you cannot willingly make Intelligence, Wisdom, or Charisma Checks, and abilities that would force a Intelligence, Wisdom, or Charisma Saving throw cannot target you.
When conjured in this way, the swarm can breathe air and water, has a flying speed equal to its swimming speed, and appears with temporary hit points equal to twice your fighter level. Additionally, the swarm adds your Constitution modifier to attack and damage rolls it makes, and its attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When the swarm deals damage to a creature, the creature’s movement speed is reduced by 10 feet until the end of the creature’s next turn.<br>
The swarm obeys your verbal commands (no action required by you), and shares your initiative in combat, but takes its turn immediately after yours. The swarm disappears when it drops to 0 hit points or when your Mantle of Coral ends.
Once you use this feature, you can’t use it again until you finish a long rest.
<br><br>
<br><br>


==== Barrier Reef ====
==== Barrier Reef ====
''18th Level Barrier's League Feature''<br>
''18th Level Barrier's League Feature''<br>
Your Mantle of Coral increases in potency and protective power. When you activate your Mantle of Coral, you gain temporary hit points equal to your fighter level, which last until your Mantle of Coral ends. Additionally, the piercing damage from your armor increases to 2d4, and a creature that takes this damage has its movement speed reduced to 0 feet until the end of its next turn.
Your Mantle of Coral increases in potency and protective power. When you activate your Mantle of Coral, you gain Temporary Hit Points equal to your Fighter Level, which last until your Mantle of Coral ends. Additionally, the Piercing Damage dealt by your Mantle of Coral increases to 2d6, and a creature that takes this Damage has its Speed reduced to 0 until the end of its next turn.<br>
Finally, your Mantle of Coral and Bristling Defense Features now also effect Ranged Attacks instead of just Melee Attacks.
<br><br><br>
<br><br><br>