In Fornestra the lonely cocky adventurer is held in high regard with many a shows written about theese characters. This class alters the Monk class to better reflect the Fornestran archtype hero.
All mention of Wisdom in the Monk class is substitued for Charisma instead.
All the Swashbucklers attacks must use a Swashbuckler weapon to deal Martial Arts damage. The Swashbuckler can't use Unarmed Strikes to deal Martial Arts damage. The Bonus Unarmed Strike is replaced with a Bonus Swashbuckle Weapon Strike.
Instead of the normal Monk weapons, the Swashbuckler can use all the weapon in the following list as Swashbuckler Weapoons:
For now the Swashbuckler can only choose Warrior of the Open Palm as subclass.
Prerequisite Sun Elf / Raptor Clan
When choosing this Subclass you gain a dinosaur companion. The dinosaur has the following stat line. While Short Resting, the Fighter can spend his own HD to heal his dinosaur.
HP: 10+ (5x fighter level)
AC: 13 + (fighter profession bonus)
Speed: 50 ft.
| --- | Mod | Save | --- | Mod | Save | --- | Mod | Save |
|---|---|---|---|---|---|---|---|---|
| STR | +2 | +2+PB | DEX | +3 | +3+PB | CON | +2 | +2 |
| INT | -4 | -4 | WIS | +1 | +1+PB | CHA | -3 | -3 |
Skills Perception (+1+PB), Stealth (+3+PB)
Keen Sight: The dinosaur have Advantage on Perception checks relying on sight.
Bonded Mount: The dinosaur acts on fighter’s initiative. It can move or take reactions normally, but only takes the Dodge action unless fighter uses a Bonus Action to command it.
Pounce If the dinosaur moves at least 20 ft. straight towards a creature and then hits it with Bite on the same turn, the target must succeed on a Strength save (DC 11 + fighter profession bonus) or fall prone.
Bite melee attack roll, reach 5 ft. +(3+PB), damge (1d6+2) piercing damage.
The Action Surge ability is changed to:
On your turn, you can take one additional action, except magic action or give your Dinosaur an extra action. If this action is used to attack a creature and that attack hits the target, you can immediately make a ranged attack against the same target (if it is visible and within range). If the fighter is level 5+ the Raptor gains two Bite Attacks when it attacks with an Action Surge. This is increased to three attacks at level 11 and four attacks at level 20. Only one of the attacks needs to hit to trigger the free Ranged Attack from the Fighter, and the fighter can only gain a single Ranged Attack this way each turn.
While mounted on his bonded dinosaur:
The dinosaur becomes much harder to kill. When it would be reduced to 0 hp, it drops to 1 hp instead. Once this happens, it can’t happen again until the fighter finishes a long rest.
Once per tuyrn when you dinosaur moves at least 20 ft. before you make a ranged attack, you can choose one of the following effects.
Additional the bonus damage from Mounted Archery is increased from 1d4 to 1d8.
When casting a damage dealing cantrip take 1d4 necrotic damage, then deal 1d6 extra necrotic damage to your target.
A number of times between long rests, equal to the warlock’s charisma modifier, the warlock can drain their life to regain spell slots. To regain a level 1 spell the Warlock uses an Action and takes 5 damage. Other spell levels beyond level 1 cost 5*spell level hp and take up spell level of the Powers Toll’s uses.
The magic of your patron ensures you always have certain spells ready: when you reach a Warlock level specified in the “The Dreamer Spells” you thereafter always have the listed spells prepared.
The Dreamer Spells, table
| Level | Spells |
|---|---|
| 3 | Sleep, Phantasmal Force, Detect Thoughts, Fruit of the Depth (custom) |
| 5 | Hunger of Hadar, Hypnotic Pattern, Dreamquake (custom) |
| 7 | Evard’s Black Tentacles, Hallucinatory Terrain, Nightmare Descent (custom) |
| 9 | Dream, Mislead |
You can spend 10 minutes to expend a Warlock spell slot to inscribe a binding circle on the ground using blood or ash. When you create the circle, you choose a 1st-level spell you know to bind within it. The circle occupies a 5-foot square unless otherwise specified. The circle can be seen with a DC18 Perception Check. Choose one of the following effects for the circle:
Magical Trigger
The circle expands to a 10-foot square. When a creature enters the circle’s space or moves across it, the bound spell immediately triggers at that creature’s location and targets that creature.
Conduit Casting
While you stand in the center of the circle, you can cast the bound spell without expending a spell slots. Each time you cast the spell in this way, you must succeed on a Concentration saving throw to maintain the circle (DC 10 + (2* spell level)). After the first use of this ability the difficulty increases by 1 for each successful casting. On a failure, the circle is destroyed.
Shadow-Chained Guardian
You summon a CR = Spell Level - Aberration from the following table. As long as the creature are within the circle it is under your control and can attack any enemy that moves within range of it. If the circle is destroyed you must succeed on a (DC 10 + (2* spell level)) Concentration check each turn. If this check is failed the creature is free and prioritizes attacking you; if it cannot reach you, it moves toward you and attacks your allies along the way.
The creature is summoned for a maximum of your Warlock Level + Charisma bonus rounds.