Fighter
Base Class: Fighter

The Code of Shovelry is as old as dirt itself. Noble Shovel Knights rise to the call to protect the weak and defeat the evil. There are three tenants to the Code of Shovelry. 1. Help those who can't help themselves. 2. Defeat evildoers wherever they may be. 3. Never, ever let anyone disrespect the mighty shovel blade.

Steel Thy Shovel

You have an affinity to using shovels as a weapon. You can take any two-handed sword and transform it into a shovel keeping all of its stats and abilities.  You also gain proficiency in shovels. 

Shovel Drop

As an action you may perform a shovel drop ( You must have a shovel equipped). When you perform a shovel drop you select an enemy within 15ft. and you may drop strike on their head. Upon drop striking them you perform a normal attack against them. Afterwards you have two options: Land sonewhere within 15ft. Or drop strike another enemy within 15ft. however when you do this you have to pass a DC5 + 5 for every previous drop strike during this shovel drop action.  If you fail the DC you are knocked prone, take as much damage as when you successfully hit someone with your currently equipped shovel, end your turn, and fall in a random space adjacent to your target (Scatter or a d8).

Chester's Shop

You may select one relic from Chester's Shop when you get this ability. All relics consume one mana upon use. Your mana stat is 1/3 of your level rounded up. Your mana is replenished after a short or long rest. The relics you may choose from are as follows:

Mobile Gear:As a bonus action you may place the mobile gear in a square next to you. It will move at a speed of 30ft. per turn (This mobile gear has an initiativeof 1) in whatever direction it was facing when you placed it until it comes into contact with a creature or object. It will then explode dealing 1d10 fire damage to anything within 5ft.

Anchor:As an action you may use the anchor. It will cause you to rise 30ft. into the air, move 15ft. forward and fall another 30ft. Upon landing if you hit anything you may perform an attack action against them.

Chester's Completely Legal Goods

Chesters Completely Legal Goods allows you to select one superior relic. Superior relics require 2 mana to use.

Phase Locket: As an action you become invulnerable, immovable, and immaterial until the start of your next turn. You cannot make any actions, bonus actions, or extra actions before using this superior relic this turn. If at the start of your next turn something moved into the space you were in it takes 2d10 force damage and is moved off of your square (d8 or scatter die). You also gain one level of exhaustion when your phase locket wears off.

Chaos Sphere: An orb of boundless combat potential. You may as a bonus action throw the Chaos Sphere. It travels in a straight line for 40ft. bouncing off any walls or surfaces it comes into contact with. Upon bouncing you roll a scatter dice or d8 determining which way it will go next for 40ft. (re-rolling if it immediatly bounces into another wall). It dissipates if it bounces 4 times or if it travels 40ft. without contacting a wall. Whenever it contacts a creature (not including the players) it does 2d6 poison damage and continues moving as if they weren't there.

Strike the Earth

You gain a dig speed equal to your movement speed. You can dig through anything weaker than steel.

Outstanding Shovel Eye Coordination

3 times per long rest you may as a free action reduce the DC required to do a consecutive drop strike by 5.

Previous Versions

Name Date Modified Views Adds Version Actions
8/23/2022 9:14:39 PM
5
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1
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8/23/2022 9:17:08 PM
2
0
2
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8/24/2022 8:27:45 PM
3
0
2.01
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