Hilander RPGs

d20 Single-Template Fighters

As stone is hewn from earth, shaped into brick, and stacked one atop another, so knowledge is built. Only fools believe it to fall from the sky.

Fighter

You have learned the first lesson, and as you practice it, so shall your mastery grow, but do not be fooled. There are many lessons yet to seek.

Hit Dice: d12

A Bloody Art

Gain a bonus to hit and damage equal to 1/2 your Fighter Levels, rounded up.

Dare

On your turn, you may take an extra action. If this action is a maneuver, take -2 AC. If it is an attack, take -4 AC. Regain your normal AC at the start of your turn.

Extension of Self

Choose a specific weapon. When you attack with it, gain +1 to Hit and Damage. You may choose a new weapon for this feature if your old weapon is lost or destroyed.

Twenty Lessons

Roll 2 of the following lessons, and choose one result to learn. Further lessons may only be learned by adventuring.

  1. Slayer: If you kill a foe, you may take a trophy from them to gain 1 of their features. Creating a new trophy destroys the old one, causing you to lose the feature.
  2. Commander: As a maneuver, command an ally to take any action. They may use their reaction to follow your order if you wish.
  3. Paladin: You are immune to fear. You may lay hands on a creature to transfer any amount of your own HP to them as an action.
  4. Brawler: When attacking with empty hands, roll 2d6 DMG and keep the highest result. Once per turn, you may cause your hands to gain any melee weapon trait: Smash, Brace, Shatter, Bind, etc.
  5. Duelist: When you dare, reduce the AC penalty by 1.
  6. Berzerker: When you slay a foe with a melee weapon, you may make another attack for free.
  7. Knight: When taking an action to follow a particular quest you have sworn to accomplish, gain +2 to all non-combat rolls. You may swear to only one quest at a time. Forsaking a quest is unthinkable.
  8. Yeoman: You may perform a maneuver and an attack with a single arrow. E.g. ricochet off a target's helmet to daze them, then strike another target. This counts as one action.
  9. Vanguard: As a reaction, you may roll your weapon's damage to reduce the damage of a melee attack made against you.
  10. Shield-Bearer: As a reaction, swap places with an ally within 10'. You may do this to make yourself the target of an attack targeting someone else.
  11. Wrestler: If you are grappling a creature at the start of your turn, you may automatically deal d6 damage to them.
  12. Scout: Ignore rough terrain, and gain +2 to climbing. You can never be surprised.
  13. Giant: You may hold 2-handed melee weapons in a single hand, or the weapons of literal giants in two hands.
  14. Wolf: You may track any creature as well as a blood hound. When combat begins, you may roar or howl freely to force one creature with HD equal to yours or lower to test morale.
  15. Serpent: When you use poison, foes have disadvantage on saves against them, or they deal +d4 damage.
  16. Bulwark: If a foe attempts to leave your melee range, you may use your reaction to make an attack against them. Hit or miss, they stay where they are.
  17. Possessed: You may allow a spirit of wrath to control your form. Take 1/2 damage while possessed, and gain +3 to Hit and DMG. You must spend each turn attacking the nearest creature. Save at the beginning of your turn to end this effect.
  18. Veteran: You have a 4-in-6 to know a true rumor about any land or town you come to within the mortal world. You ignore exhaustion mechanics, and gain +2 to intimidation rolls.
  19. Spirit Hunter: You have befriended a small spirit of the land, which takes an animal's form. Once per day, it may charge your weapon with any element for 10 minutes, e.g. +d6 Lightning DMG.
  20. Immortal: Death will not take you. If you die, revive d6 x 10 minutes later.

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