Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

IMPLEMENTATION:  Rules as Written, but you must choose a skill (language choice is not applicable in BG3).

Fighting Spirit
Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
You can use this feature three times. You regain all expended uses of it when you finish a long rest.

IMPLEMENTATION:  Rules as Written.  

Elegant Courtier
Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.
Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

IMPLEMENTATION:  Skill bonus is Rules as Written.  Saving Throw proficiency is a selection on levelup - pick the one you want.

Tireless Spirit
Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.

IMPLEMENTATION:  Rules as Written.

Rapid Strike
Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

IMPLEMENTATION:  An attack made with advantage will prompt an interrupt, which you can select to undo the advantage.  Your extra attack feature will be paused, and you will gain an additional weapon attack against the same target, after which, your remaining extra attacks will be available. If the attack you canceled advantage on kills the initial target, the Rapid Strike bonus attack will not unlock (this is why there is a second interrupt that is set not to "ask"... just leave that one alone).

Strength Before Death
Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.
Once you use this feature, you can’t use it again until you finish a long rest.

IMPLEMENTATION:  When you take a lethal blow, the ability activates and uses your Reaction Point (IF it is available).  You will now have a guaranteed full turn at 1 HP with all Action Resources restored, and be unable to be dropped to 0 HP (die) from damage taken.  If you would be damaged on this turn, you receive 1 Death Saving Throw failure.  If you would be damaged by a Critical Hit on this turn, you receive 2 Death Saving Throw failures.  If you have 3 Death Saving Throw failures during the turn, you instantly die.  Otherwise, at the end of the turn you become downed/unconscious/bleeding out as normal.

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