Life Force Fighter (5e Class)
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- 1 Life Force Fighter
- 1.1 Creating a Life Force Fighter
- 1.2 Class Features
- 1.2.1 Table: The Life Force Fighter
- 1.2.2 Orb Of Life
- 1.2.3 Cleanse
- 1.2.4 Replenish
- 1.2.5 Intel Of Life
- 1.2.6 Ability Score Increase
- 1.2.7 Orb Improvement
- 1.2.8 Awakening
- 1.2.9 Freedom Of Nature
- 1.2.10 Last Burst Of Energy
- 1.2.11 Sacrifice
- 1.2.12 Fighter At Heart
- 1.2.13 Death Power
- 1.2.14 Living Weapon
- 1.2.15 Embodiment Of Life
- 1.2.16 Shield Of Livelihood
- 1.2.17 Will To Live
- 1.2.18 Life Drain
- 1.2.19 Life Chain
- 1.2.20 Binding Of Life
- 1.2.21 Ruler Of Life
- 1.3 The Truth Of Life
- 1.4 The Beauty Of Life
- 1.5 Multiclassing
Life Force Fighter
Life Force Fighters draws the power of Life itself to turn the tides of battles and gain advantage over the opponents. They can heal as well as they can do damage, they utilize Life Force into they ways of combat, causing them to be able to stay alive while facing mutiple fierce Opponents and deal a significant amount of damage to the enemies. (Undead can still be affected by the manipulation of life force, for those who are wondering.)
Creating a Life Force Fighter
Life Force Fighters are recommended to fight in melee combat. Though Life Force Fighters can still be very powerful at range if you chooses The Beauty Of Life as your awakening.
As a Life Force Fighter you gain the following class features.
- Hit Points
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Wisdom, Constitution
Skills: Choose two skills from Animal Handling, Athletics, Insight, Intimidation, Perception, and Survival
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 dungeoneer’s pack or (b) an explorer’s pack
- The Orb Of Life
|1st||+2||Orb Of Life, Cleanse|
|3rd||+2||Intel Of Life|
|4th||+2||Ability Score Improvement|
|5th||+3||Orb Improvement, Awakening|
|6th||+3||Freedom Of Nature|
|7th||+3||Last Burst Of Energy|
|8th||+3||Ability Score Improvement, Replenish Improvement, Sacrifice|
|9th||+4||Fighter At Heart|
|10th||+4||Orb Improvement, Death Power|
|12th||+4||Ability Score Improvement, Embodiment Of Life|
|13th||+5||Shield Of Livelihood|
|14th||+5||Ability Score Improvement, Fighter At Heart Improvement, Will To Live|
|15th||+5||Orb Improvement, Life Drain|
|16th||+5||Ability Score Improvement, Replenish Improvement, Living Weapon Improvement|
|18th||+6||Binding Of Life|
|19th||+6||Ability Score Improvement, Ruler Of Life|
|20th||+6||Orb Improvement, Replenish Improvement, Living Weapon Improvement Choice|
Orb Of Life
At 1st level, you have an orb acting as your extra force of life, it has the hit point equal to your own hit point. You Can Use a reaction or a bonus action, and take 1d8 hit points from the orb and grant yourself an equal number of temporary hit points. You are able to use this feature 1 time, and must finish a long rest in order to use this feature again.
At 1st level, you can spend a bonus action and 1d10 hit points of the Orb Of Life to end one of any effect that is affecting yourself.
At 2nd level, every turn you successfully hit a target with a weapon, the Orb Of Life gains 1d4 hit point. The hit points gained increases by a 1d4 when you reach 8th level (2d4), 16th level (3d4), 20th level (4d4).
Intel Of Life
At 3rd level, when the remaining hit points of the Orb Of Life is higher than half of it's maximum hit point, you gain advantage on Perception(Wisdom), Insight(Wisdom) and Nature(Intelligence) checks.
Ability Score Increase
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.
At 5th level, you add your Wisdom or Intelligence modifier, which ever is higher, to the maximum hit point of the Orb Of Life. You do it again when you reach 10th level, 15th level, 20th level.
At 5th level, you finally realize the meaning of LIFE, you can choose to between the two different meaning, each bearing it's own advantages.
- The Truth Of Life
(Combat style focused on dealing more damage)
- The Beauty Of Life
(Combat style focused on healing)
Freedom Of Nature
At 6th level, you can spend a free action and 1d8 hit points of the Orb Of Life to perform a Dash action. Difficult terrains created by plants (e.g.Spike Growth) will not slow your movement.
Last Burst Of Energy
At 7th level, whenever the hit points left in the Orb Of Life is less than 10, you can use a bonus action and the hit points left in the Orb Of Life to infuse your weapon with Nature's energy. On your next attack, your damage is increased by 1d6.
At 8th level, you can spend a bonus action to deal 1d10 damage to yourself and the Orb Of Life will gain hit points equal to the amount of damage dealt + your spellcasting modifier.
Fighter At Heart
You adopt a particular style of fighting as your specialty at 9th level, 14th level. You can’t take a Fighter At Heart option more than once, even if you later get to choose again. And you gain +1 attack rolls to melee attacks for every creature within 30 feet radius of you.
You gain a +2 bonus to attack rolls you make with ranged weapons.
When you are wielding a melee weapon in one hand and no other weapons, you gain +2 bonus to damage rolls with that weapon
While you are wearing armor, you gain a +1 bonus to AC.
- 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.
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.
At 10rd level, you create an aura around you with a 30 feet radius, after each of your turns, each creature within the aura takes 1d4 necrotic damage. You have the ability to grant immunity to any creature(s) to the aura.
At 11th level, your attacks are charged with Life Energy. Your attacks now critical hit on a 19-20, and you get +1 to all attack rolls.
At 16th level, the Life Energy intensify. Your attacks now critical hit on a 18-20.
At 20th level, you can choose to boost the Life Energy in your attacks to its peak, reduce the hit point maximum of the Orb Of Life by 5d8, but your attacks now critical hit on a 17-20, and you roll one additional weapon die when determining the extra damage for a critical hit.
Embodiment Of Life
Reaching 12th level, you gain an extra 1d12 maximum hit points, and you gain immunity to all diseases.
Shield Of Livelihood
At 13th level, you can use a reaction to gain 1d6 + your spellcasting modifier temporary hit points that lasts 1 hour. You can use this a number of times equal to your Wisdom or Intelligence modifier, which ever is higher. Once you have used up all your shields, you must finish a long rest to regain your shields.
Will To Live
At 14th level, when you reach 0 hit point, you can clear the remaining hit points in the Orb Of Life to heal yourself by half the amount cleared, and prevent being knocked unconscious or death. You can use it once. You must finish a long rest before you can use it again.
At 15th level, whenever any creatures dies within a 30 feet radius of you, the Orb Of Life gains hit points equal to half the creature's maximum health. Bear in mind that the hit points within the Orb Of Life cannot surpass it's maximum hit point.
At 17th level, you can spend an action and 5d6 hit points of the Orb Of Life to chain up the life force of up to 6 creatures within your sight, lasts for 1 hour. Damage dealt to any of the chained enemy, all chained enemies will take the same amount of damage. Chains are not counted as a status effect.
Binding Of Life
At 18th level, you can spend a bonus action and 5d6 hit points of the Orb Of Life to bind yourself with a creature within sight. Once bound, you will transfer all the damage taken from the next 5 attack that hits you to the bound creature. Effects inflicted on you during the duration will also be transferred to the bound creature.
Ruler Of Life
At 19th level, you mastered the art of manipulating the power of Life. From now on, you only need to succeed 2 death saving throws to become stable, and it takes 4 failures for you to die. Also, whenever you are healed, you gain 1d4 temporary health which lasts 1 hour.
The Truth Of Life
Adept a style of manipulating Life force That Are More Aggressive.
At 5th level, you can spend a bonus action and 5d4 hit points of The Orb Of Life to weaken a creature within 60 feet, weaken creatures will have -2 attack rolls and disadvantages on attacks on it's next turn.
- Sucker Of Life
At 10th level, everytime a creature succeed on an attack on you, the creature must take 1d6 necrotic damage, and you heal for the same amount of damage dealt.
- Enhanced Death Power
At 15th level, the radius of the death power aura is increased to 40 feet, and the damage is increased to 1d8 instead of 1d4.
- Destroyer Of Life
At 20th level, you can spend a bonus action and inflict 1d6 + your Wisdom modifier + your proficiency bonus Necrotic damage to a creature within sight.
The Beauty Of Life
Adept a style of manipulating Life force That Are More Graceful.
- Enhanced Orb's healing
At 5th level, the healing with your Orb Of Life is increased to 1d12 from 1d8. And you are also able to heal any creature you choose instead of just yourself. (60 feet range)
- Enhanced Life Power
At 10th level, you now only spend 2d6 instead of 2d8 hit points from the Orb Of Life and its turned from a bonus action to a free action, healing radius is increased to 40 feet and the healing increased from 1d4 to 2d4.
- Healer At Heart
At 15th level, your healing will gain creatures you heal also gains a temporary hit points of your spellcasting modifier for 1 hour, and gain +1 AC for 1 turn.
- Creator Of Life
At 20th level, you only need to finish a short rest to regain the hit points of the Orb Of Life, and you increase all your healing by 1d4.
Prerequisites. To qualify for multiclassing into the Life Force Fighter class, you must meet these prerequisites: Any
Proficiencies. When you multiclass into the Life Force Fighter class, you gain the following proficiencies: 2 skills of your own choice