Fighter
Base Class: Fighter

One of the more rare sects of fighter, Kaiju Knights rely on the power of ancient beasts with frightening strength and abilities. Some Kaiju Knights are actually born in Monk communities, either carrying the spirit of a Kaiju in their bodies to keep it from resurrecting and being destructive, or are cursed with them from birth due to a sin committed by their family. Others will slay a Kaiju and take their soul as a means of gaining ultimate power, or to seal them away.

Many Kaiju come from the material plane, resting in volcanic regions or the deep sea, while others may inhabit temples and be worshipped as gods, and others still come from different planes, and even the depths of space. Ask your DM where a Kaiju might come from in the setting you play.

Unnatural Might

Being blessed, or cursed with the power of a kaiju gives you increased strength beyond any normal human. You gain and are proficient in unarmed fighting, and also gain +2 to STR(Strength) based rolls and checks, and +1 to CON(Constitution) based rolls and checks.

Kaiju Origin

What Kaiju your power originates from is a deciding factor in what features you receive. Below is a list of available origins, but you may create your own at your DM's discretion.

 

Primeval:
-You gain a swim speed of 35ft. This boosts to 40ft at level 10, and 45ft at level 15.
-Choose between fire or cold damage. You have resistance to one of them. This becomes immunity at level 15.
-Your Kaiju Energy attacks deal the damage type chosen above.
-You can spend 2 Kaiju Energy points to heal for 1d4+CON modifier damage as a bonus action.

 

Divine:
-You gain a flying speed equal to your standard movement speed. You get a boost of +5 to flying speed at level 10.
-You have resistance to radiant damage. This becomes immunity at level 15.
-Your Kaiju Energy attacks deal radiant damage.
-You can spend 2 Kaiju Energy points to cast Spare the Dying.

 

Intergalactic:
-You have a flying speed equal to your standard movement speed. You get a boost of +5 to flying speed at level 10.
-Choose between Force or Lightning damage. You have resistance against one of them. This becomes immunity at level 15.
-Your Kaiju Energy attacks deal the damage type chosen above.
-You can spend 2 Kaiju Energy points to cast Shield.

 

Aberration:
-You have a burrowing speed equal to half of your movement speed. You get a +10 boost to this speed at level 10.
-Choose between Necrotic or Acid damage. You have resistance against one of them. This becomes immunity at level 15.
-Your Kaiju Energy attacks deal the damage type chosen above.
-You can spend 2 Kaiju Energy points to cast Infestation.

Additionally, you gain a pool of Kaiju Energy points that you can use for various things dependent on your Kaiju Origin, equal to your CON(Constitution) modifier (the result cannot be lower than 1, so any negative modifiers to your Constitution can only count for -2 to your points).

At level 3, you can spend 2 Kaiju Energy points to hurl an orb of energy at a target for 2d6 damage decided by your Kaiju Origin if they fail a DC15 Dexterity. This orb travels for 30ft and explodes in a 10ft radius on contact with a solid object.

At level 7, you can spend 4 Kaiju Energy points to unleash a beam 5ft wide and 60ft long of the same damage type for 4d6 if they fail a DC17 Dexterity. For each point spent above 4, you add a d6 to it's damage and 5ft to it's range.

At level 15, you can spend 7 Kaiju Energy points as a reaction against a melee attack to let loose a destructive wave from your body in a 10ft radius that deals 8d6 damage determined by your Kaiju Origin if they fail a DC19 Dexterity. You regain use of this feature after a short rest. Also, all damage from Kaiju Energy attacks counts as magical to overcome resistances.

Radioactive

At level 7, you can spend 3 Kaiju energy points to cloak yourself in a protective barrier that deals 1d8 damage decided by your Kaiju Origin to any target that attacks you in melee range on a failed save of DC15 Dexterity. This effect lasts for one minute.

Unbreakable Will

At level 10, you have advantage against being frightened, and you are immune to being charmed. You also now have advantage on CHA(Intimidation) rolls.

Unbreakable Body

At level 15, you now have immunity against non-magical weapons, and you have advantage against any attempts to knock you prone.

Kaiju Projection

Completely unleashing the beast within, at level 18 you can spend 8 Kaiju Energy points to surround yourself in the ethereal body of the Kaiju whose energy you carry for 5 minutes, granting you the Huge size, +5 AC, and an unarmed strike that deals 3d6 magical bludgeoning, slashing, or piercing, depending on the limb/appendage type. However, in this form you have disadvantage on any Wisdom rolls or checks.

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