Sunday, October 19, 2014

5th edition Aquatic Builds (Fighter)

Original artwork from thegryph


A Special Note
This 5th edition fighter-based mariner is inspired by the ranger-based class introduced in one of my favorite Pathfinder supplements, Cerulean Seas, and credit goes where credit is due. Huge thanks to Emily Kubisz and the team at Alluria Publishing.

New Fighting Style

Skirmisher
If you move at least 15 feet during your round, you gain either a +1 bonus to AC or a +1 bonus to attack rolls with melee weapons until the beginning of your next turn.


Fighter Archetype (Mariner/Skirmisher)
The mariner is an aquatic warrior trained for speed. Mariners use their superior mobility to take the fight to their opponents and keep them off balance. A fighter built for maneuverability from a non-aquatic setting is called a skirmisher and follows the same rules (choosing the climbing option for No Escape at 3rd level).

No Escape
When you choose this archetype at 3rd level, you may use your reaction to move up to half your speed when a creature you can see that is hostile to you moves. In addition, you suffer no penalty to movement while either swimming or climbing (chosen when this archetype is taken).

Built for Speed
At 7th level, your base speed increases by 10 feet.

Evasion
At 10th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. 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.

Sprinter
At 15th level, your agility and combat awareness allows you to move at speeds other fighters envy. You can take a bonus action on each of your turns in combat. This action can only be used to take the Dash, Disengage or Help actions.

Flow like Water
At 18th level, your base speed increases by an additional 10 feet and you become proficient in Dexterity saving throws. 

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