you are someone who seeks glory. for whatever reason it may be, to die the honorable death, money, fame, etc. your legends and feats empower you, both metaphorically and literally, as they inspire you to accomplish even greater feats.
Lv |
Feature |
1 |
Fighting Style; Unarmored Defense |
2 |
Field Of Glory (subclass) |
3 |
Glorious Trophies; Glorious Myths |
4 |
ability score improvement |
5 |
Extra Attack (1) |
6 |
Ability Score Improve |
7 |
Field Of Glory Feature |
8 |
Ability score improvement |
9 |
Unconquerable Will |
10 |
Crux Of Fate |
11 |
Multi Attack (2) |
12 |
ability score improvement |
13 |
Field of Glory Feature |
14 |
Make The Myth |
15 |
Resilient Skin |
16 |
ability score improvement |
17 |
Item Bound By Myth |
18 |
Field Of Glory Feature |
19 |
Ability score improvement; Extra Attack (3) |
20 |
One with Myth |
hit dice:
1d10
hit points at 1st level:
10+con
hit points at higher levels:
d10+con or 6+con
armor proficiencies:
All armor and shields
weapon proficiencies:
simple weapons and martial weapons
tools:
any 1 artisans tools or vehicle
saving throws:
Strength and Constitution
skills:
athletics and any one skill of choice
starting equipment:
one martial weapon of choice
a) leather armor b) chain mail armor
a) two simple weapons of choice b) one martial weapon
5 javelins or 5 spears
spellcasting:
class features:
Fighting Style -
starting at level 1, you may pick a fighting style from the following options.
Great weapon fighting, defense, archery, dueling, blessed warrior. (see paladin in the phb if you do not know what they do.)
Unarmored Defense -
starting at level 1, while not wearing armor your ac is equal to 10+dex mod +str mod
Field Of Glory -
starting at level 2, you pick your field of glory listed in the subclass options. you gain features based on your field of glory. you gain additional features from them as you gain levels in the class at levels 2, 7, 13, and 18.
Glorious Trophies -
starting at level 3, you collect the trophies of your triumphs, and the scars of your failures. they build you stronger and hone your body. when you land the killing blow on a creature you may use your bonus action to collect a glorious trophy from it (provided it is a creature of renown. a creature of renown is any creature size large or larger. or a creature that is legendary or mythical in nature (this includes creatures that would be considered a "Boss Fight")). this trophy serves as proof of you felling the creature, it may be a griffins talon or a dragons fang or a lichs finger. for each different trophy you obtain you get a +1 bonus to intimidation. for every 3 different trophies you obtain you get a +1 to attack and damage rolls (different in this sense means if you had a black dragon tooth and black dragon scale, since they are both from a black dragon it would only count as one rather than two.). in addition when a legendary creature knocks you unconscious by reducing you to 0 hitpoints, you gain a scar from that creature. for every scar you have from different creatures you get a +1 bonus to AC. if the spell lesser restoration or greater is cast on you, it removes 1 scar.
Glorious Myths -
starting at level 3, as you visit areas in town you can use each trophy or scar to spread a story of your renown. this allows you to sell your trophies to merchants whom have heard your stories for 50gp each, and spread the word of your myth. places where your myth is famous could give you small bonuses such as free drinks in a tavern. or a free nights stay in an inn. or even info
Multi Attack -
starting at level 5, when you take the attack action on your turn you may make an additional attack as a part of that action. this increases to 2 at level 11, and 3 at level 19
Unconquerable Will -
starting at level 9, you gain immunity to the frightened and charmed conditions.
Crux Of Fate -
starting at level 10, when a creature you can see within 60ft of you uses a legendary action or legendary resistance you may use your reaction to force that creature to make a wisdom saving throw DC (8+prof bonus+str mod). if that creature fails the saving throw the legendary action or resistance fails.
Make The Myth -
starting at level 14, when you or an ally would fail a saving throw, be reduced to 0 hitpoints, or miss an attack. you can use your reaction to turn the fail into a success, cause the ally to be reduced to 1 hitpoint instead, or cause the attack to hit. you may use each of these once per long rest.
Resilient Skin -
starting at level 15, you gain resistance to nonmagical bludgeoning piercing and slashing. as your skin hardens from excessive battles
Item Bound By Myth -
starting at level 17, you may forge your glorious trophies into magic items. following the given criteria
Trophies Required |
Item Type |
Max At once |
1 |
Common |
999 |
3 |
Uncommon |
999 |
5 |
Rare |
999 |
15 |
Very Rare |
10 |
25 |
Legendary |
1 |
30 |
Custom (consult DM) |
1 |
One With Myth -
starting at level 20, your myth becomes real as it empowers you. you gain everything that would reasonably make sense based on your myth. for example if you jumped into a fire dragons gaping maw and cut its belly open from the inside it would make sense to be immune to fire damage. if you beat a storm giant in an armwrestle it would make sense to make your strength that of a storm giants. this abilities functionality depends on how far spread the myth is. if nobody knows of your feats then you gain no benefits. work with your dm to determine what benefits you get based on what the myth is of and how widespread it is.
subclass options:
Warlord -
starting at level 2, when you take this subclass. while you have 3 or more enemies within 5ft of you, you gain a +1 bonus to AC for every two within the vicinity.
starting at level 7, you gain a +1 to attack rolls for each creature within 5ft of you, provided there are no allies within 5ft of you.
starting at level 13, your melee attacks hit a 10ft cone in front of you.
starting at level 18, when a creature within 5ft of you dies, you may immediately move up to 5ft and make an attack on a creature within 5ft of you
General -
starting at level 2, when you take this subclass. you become exceptional at commanding the battlefield. when an ally within 10ft of you makes an attack on an enemy within 10ft of you, you may use your reaction to add 1d6 to your allies damage. if this attack would land the killing blow on the creature you may use your Glorious Trophies feature immediately as though you killed it.
Starting at level 7, if an ally within 5ft of you would be hit with a ranged attack you may use your reaction to reduce the damage of that attack by a number equal to your glorySeeker Level, for 1 minute you gain a number of temp hitpoints equal to half the damage reduced rounded up.
Starting at level 13, when an ally within 20ft of you is knocked unconscious, on your next turn you gain an additional action and bonus action. (provided you are in combat)
starting at level 18, you and all allies within 5ft of you gain a +1 bonus to AC for each ally within 5ft of you
Duelist -
starting at level 2, when you take this subclass. you gain advantage on all attack rolls while you are making an attack on a creature while no other creature is within 10ft of you.
starting at level 7, when a creature within 5ft of you hits you with an attack and there are no allies within 10ft of you. you may use your reaction to cause the attack to have -5. if this causes the attack to miss you may immediately make an attack on the attacking creature. you may use this feature a number of times per long rest equal to your strength mod.
starting at level 13, when a creature within 5ft of you hits you with an attack and there are no allies within 10ft of you, you may use your reaction to move 10ft in any direction as long as where you move does not have an ally within 10ft of it. this movement does not provoke attacks of opportunity, and potentially causes the attacking creature to miss provided they dont have reach. you may use this feature str mod times per long rest.
starting at level 18, you may use your action to force you and target creature into a demi-plane, this lasts until one of you are slain or surrender. while you are in this demi-plane you may take an additional reaction each round. in addition when you move out of a creatures range you may immediately make an attack of opportunity on them before you leave their range (this is a reaction).