The rivers will run backwards before a man born free will be contented with confinement.
Mankind and elves found peace here long ago. They walked the plains and the forests and the mountains under wide open sky. Now they fight not just the creatures of the endless night, but those who stole their land, their home.
Fighter - Brave
Fighter Level | Feature |
---|---|
3rd | Counting Coup |
7th | To Touch an Enemy Without Killing Him |
10th | To Take a Warrior’s Weapon |
15th | To Steal an Enemy’s Horse |
18th | To Lead a Warparty |
3rd Level
Counting Coup
You gain a Coup die (a d6), the coup die starts at 1 and increases whenever:
- You touch an enemy or hit them with a melee attack.
- You succeed a save that another creature made you roll.
- A creature fails a save that you made it roll.
The Coup die decreases by 1 when:
- You are hit with an attack.
- You fail a save another creature imposed on you.
- You become grappled, restrained or knocked prone.
When you become unconscious or leave combat your Coup die resets to 1.
When your Coup die is at six, you add an extra d6 to all weapon damage, and as a bonus action you may make an unarmed strike that deals no damage, the target must make a constitution saving throw or become frightened.
Your Save DC for any of your Brave abilities is 8 + Proficiency Bonus + Wisdom Modifier
Coup Stick
As your triumphs mount you keep a tally of your exploits on a stick, weapon, armour or your skin itself. You may choose two marks from the list below, When you reach certain levels in this class, you gain additional marks.
Fighter Level | Number of Marks |
---|---|
3 | 2 |
7 | 3 |
10 | 4 |
15 | 5 |
Marks
- Gnoll’s Hide - You may increase your Coup die by 1 whenever an attack fails to beat your AC, while your Coup die is 6 or higher you gain 1d6 temporary hit points at the start of each of your turns.
- Rabbit’s Foot - You may increase your Coup die by 1 whenever you miss an attack, while your Coup die is 6 or higher, your weapon attacks score a critical hit on a roll of 19 or 20. Once per long rest you may reroll one ability check.
- Eagle’s Feather - You may increase your Coup die by 1 whenever you hit an enemy with a ranged attack. While your Coup die is at is 6 or higher you may decrease your Coup die by 1 and use your bonus action to pin down enemies in a 15 ft. radius from a point within your weapons normal range, they must choose to either choose to use their reaction to move their full movement away from you and gain disadvantage on their next roll, or stand their ground and each take a single weapon attack. You have advantage on perception checks made from an elevated position.
- Bear’s Claw - You may increase your Coup die by 1 whenever you succeed in a grapple or a shove. While your Coup die is 6 or higher, when any creature grappled by you or prone and within 5ft starts their turn, you may make a single attack against them as a free action. You may grapple creatures two sizes larger than you but suffer disadvantage when you do. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Wyvern’s Tail - Your unarmed strike deals 1d6 + Strength or Dexterity modifier damage. While your Coup die is 6 or higher, your unarmed strikes increase to 1d8 + modifier and when you hit with your bonus action unarmed strike, the target must make a constitution saving throw or become frightened and poisoned. You gain proficiency with poisoner’s kits and advantage on any rolls to detect or identify poisons.
- Beholder’s Eye (7th Level or Higher) - While your Coup die is 6 or higher, you have advantage on ranged weapon attacks within half your normal range and while your Coup die is 6 or Higher, when you miss a ranged weapon attack you decrease your Coup die by 1. You gain Darkvision out to 120 ft. and can see through magical darkness as if it were dim light.
- Displacer Beast’s Heart (7th Level or Higher) - You may increase your Coup die by 1 whenever you leave an enemy’s threatened radius without provoking an Attack of Opportunity or an enemy misses an attack of opportunity against you. While your Coup die is 6 or higher you may decrease your Coup die by 1 and use your bonus action to teleport 30ft to an unoccupied space that you can see. You gain access to the minor illusion cantrip.
- Devil’s Dollar (7th Level or Higher) - Your Coup die does not reset to 1 when you become unconscious. You may increase your Coup die by 1 when you make death saving throw. You may add your current Coup die value to your death saving throws. When you die your body immediately turns to ash, all spells attempting to revive, reanimate or resurrect you automatically fail.
- Moon’s Flesh (7th Level or Higher) - You may increase your Coup die by 1 whenever you take damage from a spell or fail a save from a magical effect instead of decreasing it by 1, while your Coup die is 6 or higher you have advantage on saves against magic and resistance to damage from magical sources. Choose between Fey, Devil, Celestial or Aberration, your talisman grows hot when creatures of your chosen type are near.
- Dragon’s Scale (10th Level or Higher) - Choose between Fire, Acid, Lightning, Poison or Cold. While your Coup die is 6 or higher you gain resistance to that damage type and your weapon attacks deal an additional 1D6 damage of that type. You learn Draconic if you did not already know it and speak with an uncanny fluency that gives you advantage on persuasion and deception rolls when negotiating with dragons.
- Mimic’s Lock (10th Level or Higher) - Once per short rest, when your Coup die is 6 or higher, you may use a bonus action to throw the mimic lock at a target within 30 ft, the lock shapeshifts in to a pair of semi-sentient manacles, the target must make a Dexterity saving throw or they will become restrained. The creature may take an action to make a DC20 Dexterity or Strength check to escape them, or if they are proficient with theives’ tools can pick the lock with a DC15 dexterity check. You may use the lock on any closed door, window, gate, chest or other entryway to transform it into a mimic, you may designate up to four creatures other than yourself as friendly that may open the lock, any other creatures that try will have a loud angry mimic to contend with.
- Cockatrice’s Beak (15th Level or Higher) - When your Coup die is 6 or higher, Once per long rest, when your Coup die is at 6 or higher, and you hit with an unarmed attack, the target must make a Constitution saving throw If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success.
- Liar’s Dice (15th Level or Higher) - When your Coup die is at 6 and you would increase it, you gain a second D6 to track it on, your current Coup value cannot exceed 12. When your Coup dice reach 12 roll 2D6, this becomes your new Coup dice total, additionally if you roll a 2 you are reduced to 0 hit points, if you roll a 12 you may take an additional turn after this one.
7th Level
To Touch an Enemy Without Killing Him
When you would make a bonus action unarmed strike on a creature that is already frightened, and below half health, they must instead save or become unconscious.
10th Level
To Take a Warrior’s Weapon
When you would make a bonus action unarmed strike on a creature that is already frightened, you also make a contested athletics check, if you succeed they are disarmed.
15th Level
To Steal an Enemy’s Horse
Once per long rest you may cast the Find Steed spell, but the creature you summon is of their normal type not fey, celestial or fiend.
17th Level
To Lead a Warparty
When rolling initiative you and your allies nominate one person to use highest score you rolled between you, at the end of that character’s turn, they chose who will use the next friendly initiative roll and so on until the end of the first round.