Base Class: Fighter
A typical Strong-Arm Fighter has won the fight before it’s ever begun. To them, the only variable is the minutiae of how their opponents might meet their downfall. However, this doesn’t diminish the thrill of quashing their opponent’s spirits in a commanding 102 display of superiority. Strong-Arms are often gifted with physical prowess from a young age and empower their fighting basics with the boldness to never inflate their ego. Unfortunately for their opponents, and sometimes their allies, Strong-Arms harbor this tenacity for good reason, as their lethality is nothing to laugh at. No matter the vehicle of choice, most Strong-Arms find common ground in partial reasoning for adventuring to be challenge-seeking.
Called Shot DC
Called Shot save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Dexterity Based Save
Called Shot save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Strength Based Save
Called Shot save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Called Shot
3rd-level Strong-Arm Fighter feature
You’ve learned to strike with such audacity as to put your opponent on the back foot. As a bonus action, you can take aim and call your shot from the options listed below. Your next attack has advantage, and on a hit, you deal an additional 1d8 damage in addition to the attack’s damage roll. The target must then make a Constitution saving throw or suffer the effect of the Called Shot. The saving throw DC is calculated as follows:
Called Shot save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest. The following Called Shots are available to call when you take your Called Shot
- Balance. Take aim at your opponent’s balance point, such as their ankle, knee, hoof, tail, tentacle, claw, or paw. If they fail their saving throw, they are knocked prone.
- Composure. Take aim at your opponent’s composure, attempting to knock the wind out of them, or perhaps knocking out a tooth. If they fail their saving throw, the target is frightened until the end of your next turn.
- Grip. Take aim at your opponent’s grip, attempting to knock free a devastating weapon, or perhaps forcing them to drop an ally from their enormous mouth. If they fail their save, they must drop one article of your choice they are currently holding on to. This article falls at their feet.
- Hearing. Take aim at your opponent’s hearing, attempting to club an ear or bash their aural entrance. If they fail their save, they are deafened until the end of your next turn.
- Sight. Take aim at your opponent’s sight, attempting to bloody their brow or squish their spherical jellies. If they fail their save, they are blinded until the end of your next turn.
Extra Weapons
Martial Melee Weapons
| Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
Shot |
2 gp |
1d6 bludgeoning |
9 lb. |
Thrown (Range 20/60) |
Discus |
5 gp |
1d4 bludgeoning |
2 lb. |
Light, Thrown (Range 30/120) |
Spiteful Pride
3rd Level Strong-Arm Fighter Feature
When your aim falters and your weapon attack misses, your pride is wounded. But this only serves to fuel your determination to strike true on your next attack. Within the next minute, when you do successfully land a hit, your Spiteful Pride empowers your attack, adding an extra damage die to the attack.
Rebound
3rd-level Strong-Arm Fighter feature
You may have weapons you’re attuned to immediately return to your open hand after it is used to make a ranged attack. The weapon will miss everything the way back, and if you have no open hands when the weapon returns, it lands at your feet. You can attune to a weapon that doesn’t normally require attunement.
Adroit Brawn
7th-level Strong-Arm Fighter feature
You’ve learned abilities outside of combat that both employ and accentuate your physical aptitude. You gain proficiency in two of the following skills of your choice:Acrobatics, Athletics, Intimidation, Perception, Performance, or Survival. Alternatively, you gain proficiency in Smith’s tools and may choose one skill proficiency from the list above.
Acrobatics
You’ve learned abilities outside of combat that both employ and accentuate your physical aptitude. You gain proficiency in two of the following skills of your choice:Acrobatics, Athletics, Intimidation, Perception, Performance, or Survival. Alternatively, you gain proficiency in Smith’s tools and may choose one skill proficiency from the list above.
Athletics
You’ve learned abilities outside of combat that both employ and accentuate your physical aptitude. You gain proficiency in two of the following skills of your choice:Acrobatics, Athletics, Intimidation, Perception, Performance, or Survival. Alternatively, you gain proficiency in Smith’s tools and may choose one skill proficiency from the list above.
Intimidation
You’ve learned abilities outside of combat that both employ and accentuate your physical aptitude. You gain proficiency in two of the following skills of your choice:Acrobatics, Athletics, Intimidation, Perception, Performance, or Survival. Alternatively, you gain proficiency in Smith’s tools and may choose one skill proficiency from the list above.
Perception
You’ve learned abilities outside of combat that both employ and accentuate your physical aptitude. You gain proficiency in two of the following skills of your choice:Acrobatics, Athletics, Intimidation, Perception, Performance, or Survival. Alternatively, you gain proficiency in Smith’s tools and may choose one skill proficiency from the list above.
Performance
You’ve learned abilities outside of combat that both employ and accentuate your physical aptitude. You gain proficiency in two of the following skills of your choice:Acrobatics, Athletics, Intimidation, Perception, Performance, or Survival. Alternatively, you gain proficiency in Smith’s tools and may choose one skill proficiency from the list above.
Smith's Tools
You’ve learned abilities outside of combat that both employ and accentuate your physical aptitude. You gain proficiency in two of the following skills of your choice:Acrobatics, Athletics, Intimidation, Perception, Performance, or Survival. Alternatively, you gain proficiency in Smith’s tools and may choose one skill proficiency from the list above.
Survival
You’ve learned abilities outside of combat that both employ and accentuate your physical aptitude. You gain proficiency in two of the following skills of your choice:Acrobatics, Athletics, Intimidation, Perception, Performance, or Survival. Alternatively, you gain proficiency in Smith’s tools and may choose one skill proficiency from the list above.
Courageous Shots
10th-level Strong-Arm Fighter feature
After countless altercations resulting in favorable outcomes, your confidence is boosted twofold. Your Called Shot now deals an additional 1d8 damage and Spiteful Pride also increases by an additional 1d4 damage. You can also use your Called Shot twice as many times between rests. Furthermore, in addition to gaining this Called Shot, you learn a new bonus Called Shot as described below:
- Focus. Take aim at your opponent’s focus, perhaps disorienting them with a swift blow to their most sensitive area or attempting to dome them in the temple. If they fail their save, they are stunned until the end of your next turn.
Backhand
15th Level Strong-Arm Fighter Feature
Your quick reflexes and combat experience allow you to respond to incoming attacks with a swift counterattack. When a creature damages you from a short distance away, you can instantly make a thrown weapon attack or move into melee range against them, provided they are within the range of your weapon and movement speed.
Bounce Shot
18th Level Strong-Arm Fighter Feature
Your precision with a weapon is unmatched, allowing you to strike multiple targets in quick succession. With each successful hit, your weapon seems to ricochet off your enemy and find another target with deadly accuracy. After striking down an opponent, you may immediately redirect your weapon toward another foe within close range 47 and make another attack. This deadly assault can continue until there are no more enemies within range. Harness the power of your weapon and unleash a flurry of attacks that will leave your enemies reeling and struggling to keep up with your lightning-fast strikes.
Previous Versions
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9/1/2023 9:20:32 PM
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Coming Soon
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