Fighter - The Fiend Hunter Archetype (5th Edition Subclass)

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  Heroes of Delenia Fighter - Fiend Hunter Archetype Dungeons & Dragons, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, The Dragon  Ampersand and all other Wizard of the Coast product names and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such materials is used with permission under the community content agreement for dungeon masters guild.  All other original material is copyright 2018 by Darren Kenny and published under the community content agreement for Dungeon Masters Guild.    Fighter - Fiend Hunter Archetype Fiendish Threats From an early age you’ve had the ability to recognise the signs of Fiends when they are nearby. You trained and trained until you knew every weakness, every strength and every means of sealing or killing fiend wherever they may strike. Signs of the Fiend Starting at 3rd level when you gain this archetype you gain advantage on any investigation, perception, insight or survival checks when it comes to tracking, finding or talking to demons or their servants. Holy Rites Starting at 3rd level when you can spend 1 minute blessing your blades. This blessing lasts 1 hour. You deal an extra 1D4 Radiant damage with blessed blades. This rite temporarily makes the blades magical. Fiendish Anatomy Starting from 7th level when attacking a Fiend you have advantage on the attack. In addition you may roll the damage die twice and take the greater of the two roles. If a Fiend comes within reach of your melee weapon you can use your reaction to make a melee attack against it. Purification Rites Starting from 10th level you can use a bonus action to say a prayer to your God. You body becomes covered in holy symbols. Any attack by a Fiend has disadvantage against you and you gain resistance to Poison. This ability recharges after a long rest. Prayer of Banishment Starting from 18th level you can use an action to begin reciting holy scripture. Any Fiend within 30ft of you must make a Wisdom Saving Throw or take 4D6 Radiant Damage, half as much on a success. A Fiend who rolls a 1 on this save is banished back to their own plane of existence.
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