D&D Fighter homebrew

The Displaced Hand

The third archetype in the ongoing fighter thematic archetype series. The Displaced Hand is centered around freedom fighters who masquerade as performers as they travel the storm-heavy lands the call home.

The thematic warrior series continues this week, shifting away from groups that protect the borders of their homes to focus on a group of guerrilla fighters who hide their organization in plain sight…as traveling performers. Struggling under the oppressive rule of a foreign power, these fighters have to hide their prowess under games and stage performances.

The Tundra Guard | The Sand Spire | The Displaced Hand

The Displaced Hand

Two combatants lock rapiers, fighting a tense battle for their lives. Suddenly, one of the participants slashes the other across the chest, spraying blood everywhere. As the mortally wounded duelist falls to the ground, she gasps out a few final words – cutting to the core of the one who injury her. Finally, she is still…and the crowd’s applause is tumultuous. Such is the life of the Displaced Hand – a group of performers who hide their martial prowess behind a facade of story and feats of skill. Such things are necessary when seeking to remain out of the baleful eye of the king, who conquered your nation years ago. Training as a warrior for any purpose other than to serve the king might be outlawed…but everyone loves games and performances.

Troupe Training

Beginning when you choose this archetype at 3rd level, you have begun your theatrical training. You gain proficiency in Charisma (Performance).

Additionally, you when are in strong wind or heavy rain, you do not suffer disadvantage on Wisdom (Perception) checks or ranged weapon attacks.

Resistance Fighter

Starting when you choose this archetype at 3rd level, you have become adept at striking when an opportunity presents itself.

Whenever you hit with a weapon attack made with advantage or against any creature that hasn’t yet had a turn in the combat, you deal one additional weapon die of damage.

This increases to a total of two additional weapon dice at 10th level, and a total of three additional weapon dice at 18th level.

Prime Time Player

Upon reaching 7th level, you have become ready to participate as a full-time troupe member. Choose one of the following roles, and gain the listed benefits:

  • Barker – You gain proficiency in Charisma (Deception) or Wisdom (Insight).
  • Performer – You gain proficiency in Strength (Athletics), Dexterity (Acrobatics),  Dexterity (Sleight of Hand), or tool: musical instrument (your choice)
  • Stagehand – You gain proficiency in Dexterity (Stealth) or tools: artisan tools (your choice).
  • Writer – You gain proficiency in Intelligence (History), Intelligence (Nature), Intelligence (Investigation), or Intelligence (Religion).

All the King’s Men

Starting at 10th level, you gain resistance to your choice of thunder or lightning damage.

Additionally, whenever you use your second wind feature, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn. While you have this resistance, your weapon attacks deal an additional weapon die of damage.

Mobile Fighter

Beginning at 15th level, you may swap between a ranged weapon and a melee weapon – or vice versa – as part of your movement. If you take the attack action and make at least one attack with either a ranged or melee weapon, you have advantage on attacks made with the opposite weapon type until the end of your turn.

Dramatic Action

Starting at 18th level, whenever you use your indomitable class feature, make a Charisma (Performance) check against a DC 15. If you succeed, hostile creatures within 60 feet who can see you become frightened until the end of your next turn.

Additionally, whenever you take the attack action, you may choose one creature you hit as part of this action. Make a contested Charisma (Performance) ability check against the creature’s Wisdom (Insight). If you succeed, the creature has disadvantage on all attack rolls and saving throws until the end of your next turn. If it succeeds, it is immune to you using this feature for the next 24 hours.



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