FIGHTER
Fighting Style- Interception
- When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
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 (4).
- Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge
- Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
- Once you use this feature, you must finish a short or long rest before you can use it again.
Martial Archetype - Harbinger of Storms
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.
HARBINGER OF STORMS
Divine Representative - Rainstorm
- Bludgeoning Resistance
- CHA use on 3 proficient weapons: Glaive, Greatsword, Dagger
- As a bonus action in combat, you for 2 minutes can instead, when taking the attack action, heal one target within melee range 2 HP for every attack roll you would have made + your charisma modifier (4). This feature can't be used again for another 4d5 minutes. If you are in a nonlethal duel, healing option instead can only be down in 2 rounds and can't be used in nonlethal duels until 24 hours have passed.
Zephyr Blade
- At level 3 when damaging a target with your attack, you can add damage associated with your storm equal to your proficiency bonus (2).
- You can do this a number of times equal to your Charisma modifier (4) with a minimum of 1 and resets after a short or long rest
- At level 5, when using the damage, you have an option to roll a 1d20 and if it rolls below or equal to 8 + your proficiency bonus (minimum 7) it summons your storm in a 200 square feet radius replacing the current weather condition for 1.5 minutes. Whenever your proficiency bonus changes the level of your storm changes to the next stage.
- When your type of storm is summoned, you become immune to your damage type and all the effects that your type of storm causes in the descriptions below.
- When your type of storm is active or you're in an environment that is the same element as your storm, you had half of your proficiency (rounded down) to your attack rolls and saves.
Zephyr Storm
Stage 1: Fog
Attack rolls are at disadvantage, but every time an attack roll hits, damage is doubled.
FEATS
Inspiring Leader
- You can spend 10 minutes inspiring your companions, shoring up their resolve to fight.
- When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you.
- Each creature can gain temporary hit points equal to your level + your Charisma modifier.
- A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
Features & Traits