User:Quincy/Costumed Fighter (5e Class)

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Costumed Fighter[edit]

Creating a Costumed Fighter[edit]

Quick Build

You can make a Costumed Fighter quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.

Class Features

As a costumed fighter, you gain the following class features.

Hit Points

Hit Dice: 1d12 per Costumed Fighter level
Hit Points at 1st level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 + Constitution modifier per Costumed Fighter level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills:

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • None
Table:The Costumed Fighter
Class
Level
Proficiency
Bonus
Features Endurance -
1st +2 Endurance, Improved Critical, Primary Powers, Secondary Powers 12
2nd +2 Ability Score Improvement 14
3rd +2 Agility 16
4th +2 Ability Score Improvement 18
5th +3 Extra Attack 20
6th +3 Ability Score Improvement 22
7th +3 Evasion 24
8th +3 Ability Score Improvement 26
9th +4 Aim (one use) 28
10th +4 Ability Score Improvement, Offense! 30
11th +4 Extra Attack (2) 32
12th +4 Ability Score Improvement 34
13th +5 Aim (two uses) 36
14th +5 Ability Score Improvement 38
15th +5 Improved Critical Improvement 40
16th +5 Ability Score Improvement 42
17th +6 Extra Attack (3), Aim (three uses) 44
18th +6 Ability Score Improvement, Perfect Accuracy 46
19th +6 Ability Score Improvement 48
20th +6 Paragon 50

Endurance[edit]

You have a reserve of energy which you can spend to fuel your various powers. The size of this reserve of energy is represented by your endurance score. Your costumed fighter level determines the amount of endurance you have, as shown in the Costumed Fighter class table.

Improved Critical[edit]

Your attacks score a critical hit on a roll of 19 or 20.

Starting at 15th level, your attacks score a critical hit on a roll of 18 as well.

Primary Powers[edit]

You have your choice of two primary powers. Primary powers are the most powerful abilities characters can possess, and have some of the broadest applications. You can choose your primary powers from the following list:

Secondary Powers[edit]

You have your choice of three secondary powers. Secondary powers aren't as impressive as primary powers, but you have a free choice of secondary powers, regardless of class. The secondary powers you choose can either complement your primary powers, or provide you with additional capabilities in a pinch.

Ability Score Improvement[edit]

When you reach 2nd level, and again at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, 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.

Agility[edit]

Starting at 3rd level, whenever a hostile creature moves within 10 feet of you, you may use your reaction to move up to 10 feet directly away from that creature without provoking an opportunity attack.

Extra Attack[edit]

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 17th level in this class.

Evasion[edit]

Beginning at 7th level, you can nimbly dodge out of the way of area effect attacks. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Aim[edit]

Beginning at 9th level, you can use a bonus action to take precise aim, granting yourself a +5 bonus to ranged attack rolls until the end of your next turn.

Once you have used this feature, you can't use it again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Offense![edit]

At 10th level, you become significantly better at hitting things. You gain a +2 bonus to all attack rolls.

Hostile Effects Resistance[edit]

At 15th level, you gain advantage on saving throws against becoming paralyzed, restrained, or stunned.

Perfect Accuracy[edit]

Starting at 18th level, you are so unrelentingly accurate that few of your targets can evade your attacks. Your ranged attack rolls are never made at disadvantage.

Paragon[edit]

At 20th level, when you roll for initiative and have no endurance remaining, you regain 10 endurance.

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