Base Class: Fighter
A Jet Warrior will favor speed and momentum above all else. They supplement inferior strength with refined technique and the momentum they carry with each step. While they can function as excellent messengers and scouts, their ability to quickly move throughout the battlefield and deliver powerful deathly blows can quickly overcome an unprepared enemy force. Jet Warriors train in close quarters combat, never one to stay in one place for long, and often split from the group to wipe out vulnerable targets in an enemy force's backline.
Walking Blur
At 3rd level, your movement speed is increased by 5 x your Dexterity Modifier. This bonus is doubled at 15th level.
Running Strike
When you move, your next attack deals 1 extra damage for every five feet traveled. This increases to 2 at 10th level and 3 at 15th level.
You may also use your Dexterity Modifier for Long Jumps and High Jumps instead of Strength.
Opportunity Strike
At 7th level, when effected by any form of forced movement, including falling, the user can divert that energy into an attack against a nearby target. When forced movement takes you within 5 feet of a creature or object, you can make a melee weapon attack against it as a reaction. On a hit, the attack does extra damage as if you'd performed a Running Strike (to a max of 100 feet). If performed during a fall, the fall damage you take is halved and does not knock you prone. A target hit by this attack must make a DC 8 + proficiency + Dexterity Modifier Strength Saving throw. If they fail, they take the rest of your forced movement instead and are knocked prone.
After Image Strike
At 10th level, when you move around a creature so that your original position and your new position would flank it, a temporary after-image is created where you originally stood. You gain advantage on your next attack roll against that creature. That creature also has disadvantage on it's next attack roll against you You can use this feature a number of times equal to your Proficiency Bonus.
Quick Start
Your Dexterity bonus is doubled for initiative rolls.
Dexterous Training
At 15th level, you gain Proficiency in Dexterity Saving Throws.
Evasive Instinct
When you would be hit by an attack, you can use your reaction to double your Dexterity AC bonus until the end of your next turn. You can use this feature once per short rest.
Mad Rush
At 18th level, when you move, you can use your action to begin a Mad Rush. During a Mad Rush, opportunity attacks against you have disadvantage. You can attack every creature you move by one time. All of these attacks gain the Running Strike damage bonus equal to the total distance traveled at that point. A Mad Rush ends when you stop moving. Afterwards, you suffer from jet lag and take 1 level of exhaustion. You can use this feature once per short rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/29/2023 10:07:17 PM
|
11
|
0
|
1
|
Coming Soon
|
Comments