Fighter
Base Class: Fighter

you get to play as your favourite button mashing, sword waving, dragonpunching plus frame king, "Col Madguy";

this is a meme.

only a meme.

and will never be anything but a meme;

corner combo extension

when you take this subclass at level 3, you learn to use corner combos, instead of the midscreen BnB you've been using for months now.

when you take the attack action on your turn, if you roll a 20 (without bonuses) you get to attack again.

this threshold decreases to 19 at 7th level, to 18 at 10th and to 17 at 15th level.

footsies.

at 3rd level you learn to do footsies.

when you are attacked you may use your reaction to give the attack disadvantage, if the attack misses, you automatically move 5 feet in the opposite direction of the attacker without provoking attacks of opportunity, and you cannot go within 5 feet of the attacker on your next turn.

guard crush

at 7th level you learn to use guard crush.

on your turn, as an action, you hit an enemy's block really really hard and force that enemy to use their reaction to recover or be forced to roll a CON save [DC = 10 + STR + (proficiency bonus)/2] against being stunned until the end of their next turn.

this action cannot be used after a move action.

you may use this feature a number of times equal to half your proficiency bonus and regain all expended uses of this feature when taking a short or long rest.

backdash

at 10th level you gain the ability to backdash.

if you have not moved more than half of your movement on your last turn, you have advantage against being grappled.

you may also use your reaction to gain resistance to any damage done from attacks of opportunity you get hit by on this round.

you may use this feature a number of times equal to your proficiency bonus and regain all expended uses of this feature on a short or long rest.

dragon install

at 15th level, you get to ascertain a stronger form.

on your turn, if you are below half health, you may use an action to enter dragon install.

in dragon install, all of your attacks deal an extra 1d4 fire damage and you can use guard crush without expending its uses.

your footsies doesnt get any better though, so go work on that;

improved footsies (can you tell i ran out of ideas?)

when you reach level 18 in this subclass, your footsies improves, and the negative penalties vanish as you can now whiff punish properly.

when you use footsies, you no longer move backwards. instead, you may use your reaction to attack.

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