Base Class: Fighter
Limit Points
When choosing this archetype, you now gain 1 Limit point per hit or spell damage taken in combat. These points can be spent to do specific limit abilities that you gain at level 3, 7, 10, 15, & 18. Limit points are lost on a long rest or reduced by half during a short rest rounded down.
You gain another limit point per hit taken at 7 level, 15 level, & 18 level
3 Class Limit-Breakers
At 3 level you gain 2 limit abilities you can pay to use with gained limit points. All melee limit attack actions upon a successful hit are treated as critical.
*HYBRID SLASH: Costs 3 Limit Points. You roll 2 attacks that slash across the enemy’s mid-section on hit the enemy needs to roll a con save if failed they gain the status affect of bleeding for 2 rounds if both hits are successful its escalated to 3 rounds. (Con save is 6 + your proficiency bonus + constitution modifier).
*BLADE BURST: Costs 4 Limit Points. (Critical does not apply) You smash your weapon into the ground creating 3 electrified fissures that target up to 3 grounded enemies up to 50ft away. They must roll a Dex saving throw (8 + your proficiency + your dexterity modifier) on a failed save they take 1D4+1 per class level; of Electrical damage on a passed save they take Half-Damage.
Experimental Endurance
Upon being knocked out you can instantly be stabilized at 1hp this can only be used once per long rest. If you have no limit points you are instantly awarded 3 limit points. Limit points remain intact after being knocked out.
Shattered Balance
If a 2 or lower is rolled on a damage die for a melee weapon attack you can spend 1 limit point to re roll that die. This only has a max of two charges both restored upon a long rest. A short rest restores 1 use.
Giant Weapon Fighting
Gain Proficiency with Giant class weapons but lose all other current weapon proficiencies.
2 Class Limit-Breakers at level 7
You gain the ability to use 2 more advanced limit abilities as well as gaining another Limit Point per melee or spell hit taken.
*CELESTIAL RAIN: Costs 6 Limit points. You twirl your weapon around calling on unknown magic within yourself to summon meteors of Fire\Ice\Or Radiant damage from the sky to rain down onto enemies in a 20ft radius up to 100 ft away. They must roll a Dex saving throw (8 + your proficiency + your dexterity modifier) on a failed save they take 8d6 Fire\Ice\or Radiant Damage on a failed save they take half.
-Additional Limit Points can be put into celestial rain to add an additional d6 up to a max of 6 d6.
*ASCENSION: Costs 8 limit points. Roll to hit for 3 melee attacks the first of which is piercing damage and then two consecutive slashing damage attacks. Each successful hit gives the enemy 1 level of exhaustion.
Finishing Gust at level 10
you can now use a bonus action and 2 limit points to swing your weapon to create a massive gust of wind in a 15ft cone to send anything flying back 30 ft. Anyone thrown must succeed a strength saving throw (8 + your proficiency bonus + your strength modifier) or be prone until the start of your next turn.
Instant-Break at level 15
you gain an additional Limit point per hit taken and the reaction “Instant-Break”.
When damage is taken from a single melee attack or spell that dealt 25% of your maximum HP rounded up or more damage to you; you can use a reaction to do a Limit-Breaker ability against the attacker if they are within range. If you have no Limit points available, you are instantly awarded 4 limit points.
1 Class Limit-Breaker at level 18
You gain an additional Limit-breaker ability and now gain an additional limit point per hit taken.
OMNI-SLASH: Costs 12 Limit points and consumes an action and bonus action. You gain unrivaled speed and focus; shattering your limit further than ever and you roll for 15 melee attacks against up to 15 targets within a 20ft radius movement is not considered and you move freely within the 20ft radius.
3rd Class Limit-Breaker
3 Class Limit-Breakers
At 3 level you gain 2 limit abilities you can pay to use with gained limit points. All melee limit attack actions upon a successful hit are treated as critical.
*HYBRID SLASH: Costs 3 Limit Points. You roll 2 attacks that slash across the enemy’s mid-section on hit the enemy needs to roll a con save if failed they gain the status effect of bleeding for 2 rounds if both hits are successful its escalated to 3 rounds. (Con save is 6 + your proficiency bonus + constitution modifier).
*BLADE BURST: Costs 4 Limit Points. (Critical does not apply) You smash your weapon into the ground creating 3 electrified fissures that target up to 3 grounded enemies up to 50ft away. They must roll a Dex saving throw (8 + your proficiency + your dexterity modifier) on a failed save they take 1D4+1 per class level; of Electrical damage on a passed save they take Half-Damage.
Limit point Expansion
you now gain 2 limit point per hit taken from spells or melee attacks.
Limit Point Expansion Part 2
you now gain 3 limit points per hit taken from spells or melee attacks.
Limit Point Expansion part 3
you now gain 4 limit points per hit taken from spells or melee attacks.
Experimental Endurance
Upon being knocked out you can instantly be stabilized at 1hp this can only be used once per long rest. If you have no limit points you are instantly awarded 3 limit points. Limit points remain intact after being knocked out.
Shattered Balance
If a 2 or lower is rolled on a damage die for a melee weapon attack you can spend 1 limit point to re roll that die. This only has a max of two charges both restored upon a long rest. A short rest restores 1 use.
Giant Weapon Fighting
Gain Proficiency with Giant class weapons but lose all other current weapon proficiencies
2nd Class Limit-Breaker
You gain the ability to use 2 more advanced limit abilities as well as gaining another Limit Point per melee or spell hit taken.
*CELESTIAL RAIN: Costs 6 Limit points. You twirl your weapon around calling on unknown magic within yourself to summon meteors of Fire\Ice\Or Radiant damage from the sky to rain down onto enemies in a 20ft radius up to 100 ft away. They must roll a Dex saving throw (8 + your proficiency + your dexterity modifier) on a failed save they take 8d6 Fire\Ice\or Radiant Damage on a failed save they take half.
-Additional Limit Points can be put into celestial rain to add an additional d6 up to a max of 6 d6.
*ASCENSION: Costs 8 limit points. Roll to hit for 3 melee attacks the first of which is piercing damage and then two consecutive slashing damage attacks. Each successful hit gives the enemy 1 level of exhaustion.
Finishing Gust
you can now use a bonus action and 2 limit points to swing your weapon to create a massive gust of wind in a 15ft cone to send anything flying back 30 ft. Anyone thrown must succeed a strength saving throw (8 + your proficiency bonus + your strength modifier) or be prone until the start of your next turn.
1st Class Limit-Breaker
You gain an additional Limit-breaker ability and now gain an additional limit point per hit taken.
OMNI-SLASH: Costs 12 Limit points and consumes an action and bonus action. You gain unrivaled speed and focus; shattering your limit further than ever and you roll for 15 melee attacks against up to 15 targets within a 20ft radius movement is not considered and you move freely within the 20ft radius.